In the east, RPG speedruns end at 'The End'.
In the west, RPG speedruns end as soon as the credits BEGIN.
So this is a valid TAS in the west but not in the east.
It's not any%, if it was any% he'd skip ?1 ?2 and ?3. So it's "all levels". Except you don't do ?4 (which technically exists but you can't access in a "normal playthrough"), so it's "all playable stages".
Feel free to suggest something better, but it's pretty good already.
Oh, I didn't know they weren't new. Maybe 'unearthed' then? XD If glitches need to be 'rediscovered' to apply them to ABC, I'm guessing there's no good glitch resource/database/wiki for SM64 like OoT or MM...
So much new stuff ! :o
Very neat especially the first one, gongratz guy, now I wonder how many times you need to press A to finish the game with those new stuff ?
We're now down to 5.
https://docs.google.com/spreadsheet/ccc?key=0AnJCRPC09lDtdHJucFljRWswLXN1cnRSZTRFT0pYRGc&usp=sharing#gid=0
The five A presses are as follows:
BotDW (with red coins)
BotFS (with red coins)
Go to RR
Go to BitS (from RR)
BitS (no red coins)
Also, the spreadsheet lists 72 stars acquired, but 2 of those are Quick Race Through Downtown and Go To Town for Red Coins (aka 'do an 11 hour long glitch to overflow the water' stars). So ABC any% just literally got 22 hours shorter!
From this post on, no one has to fret about 22 hours of water overflow in ABC any% - we're back to all the long stars being duping, swooper manipulation, etc that we're here to see.
BIG ABC update today, thanks to two new glitches discovered in the SM64 community:
-the Stair Dance Clip, which lets you ascend by grabbing a star in mid air
-If you dive recover & land while ascending, you preserve the ascending momentum so long as you do nothing but punch/stand still, and when you next enter a falling state you resume the ascending momentum.
Link to videoLink to videoLink to videoLink to videoLink to videoLink to video
2周目 is official term for the 2nd Loop of DaiOuJou -- normally the game ends after the regular final boss, but if you've done extremely well up to that point, you go into the 2nd Loop, carrying over your remaining lives, score, etc. and starting over from the first stage, but with enemies' firepower drastically increased. Make it to the end of the 2nd Loop and you fight Hibachi after the final boss.
You only carry your remaining lives over in Dodonpachi DaiOuJou Black Label.
In Dodonpachi DaiOuJou (non black label, fan-nicknamed 'white label' to distinguish it) your lives get reset when you enter the second loop, and you earn them again by playing well.
(Pretty much every other shmup's second loop preserves your lives. This is the only one I can think of to do something like this.)
(I also don't know how to tell if a DaiOuJou clip is black label or not just from seeing the last stage.)
I was going to vote No, but I upgraded it to Meh just because the music was so good ;)
Now it's really good! No improves found by me. The game is not entertaining for me, but I still vote Yez
Judging by the whole five (!!) yes votes so far, a lot of people seem to be confused about what a 'yes' vote constitutes. It doesn't mean 'it was well made' or 'the site should publish this', it means 'I found it entertaining'. If there's a reason why it shouldn't be published, that's what making a post is for!
Is cheat engine allowed?
Like, I wasn't 100% towards the idea of actually doing this well enough to post on here. But it seems a few people are interested in it, so I might. Just wanna make sure on a couple things first.
You can use Cheat Engine to do things like:
1) Find out the memory addresses for things like X, Y, Z, position, etc. as well as more complicated things.
2) Observe what their values are in real time, to help with TAS optimization and theorizing about tricks.
3) Set the values directly to see if a trick is theoretically possible.
But you cannot use Cheat Engine to:
1) Change memory addresses in mid-TAS and have them recorded in the final TAS.
In fact, this is impossible, since the TAS file format only records what input you make - and Cheat Engine memory address sets aren't input - so the TAS will not include them and desync.
In other words, the use of Cheat Engine is investigatory and for experimentation, I am not suggesting you 'make a cheat TAS' or anything like that :)
You can test for yourself if GB Player is faster or slower.
http://tasvideos.org/PlatformFramerates.html
A real GBA runs at 59.7275fps.
On the GBA version, find a place with an in-game timer and using a stopwatch time how long that in-game timer took in real time (do it more than once and average if you like). Now do the same thing on GB Player, emulator, whatever and take the ratio of the two real times, and you'll have the ratio of the frame rates.