Slow but confidently. :) Another WIP to be released soon (don't expect anything extraordinary there, though; I'm in the middle of a rather difficult refill sequence at the moment).
There's a serious speed/entertainment question that I wanted to ask. Due to the specifics of Samus's movement, it is sometimes advisable to make a horizontal beam shot instead of doing an arm pump (you'd understand why if you were more informed on the micromanagement in this game). Most of the time, it would save me less than a single frame. In any case, the difference in speed is hardly noticeable but it still helps in certain situations. However, it may have a negative impact on the entertainment (periodically shooting the air in a TAS is hardly understandable unless it is done for luck manipulation means).
Thus, the options are:
1) use it every time I need to, which could save me 50—100 frames in the end;
2) use it only in absolute necessity.
So, what does everyone think of it?
No, that is "fadeout lag" (duration of the post-exit fadeout based on the score), and it's barely noticeable. SMW generally is rather lag-free. In Sonic Genesis, we are dealing with computational lag, and it looks ugly in any case.
Upthorn, so how about calling it differently? With your eager desire to finish version 9 and move on to version 10, we've run out of letters, and now successfully have eight or nine "9z"s. ;)
I suggest calling it gens_9z_bugfixN, where N is the number incrementing with each zip update.
Cool, I was hoping for Ferret to undertake this one since he did very well in the test WIP, but now it seems that I don't even have to wait for so long! :D
</blatant egoism>
Noteworthy as in "a highly anticipated run of a popular game". Besides, accuracy and entertainment aren't really something noteworthy per se, since they're what every TAS should have by default.
I understand that was only half-serious, but recommendation of the 100% run in that case was mainly because the any% was severely outdated on every account, and the AVI of it was of nearly the same size.
When Saturn finishes his any% run, it'll most probably have the star and the link to the 100% version, like with SMW.
Starred movies are NOT the "best" or "most entertaining" movies. Starred movies are the ones recommended to beginners — including those who haven't ever seen a TAS or a speedrun at all, and those who haven't played these games. In this case, having the short run starred is preferrable, because:
1) it's nearly 7 times shorter;
2) the AVI is much much smaller;
3) most of the tricks of the long version are present in the short one as well (not being exclusive to a certain place out of the short route, at least);
4) there are much less dull moments in the short version (watching the beginning of DDD for 3rd or 4th time is really boring, believe me);
5) the short version carries out its mission of demonstrating the TAS concepts and results good enough.
So you may disagree all you want, but it's really better to have the short version starred due to pretty much every reason.
Dude, not all of us had N64. ;)
Another yes from me. Despite how I don't generally like Mario, it is a very entertaining run.
However, I don't really think it should be starred instead of the short movie for a couple of reasons, mostly because it's very long and thus rather tedious to watch for those who don't like and/or not familiar with SM64 (and also because the short run has most of the featured tricks as well).
It doesn't necessarily help them to sync, though.
Which, however, isn't the case with this submission which apparently was played on the (U) version of the game (yes, that's right: not the (E) version).
EDIT: Alright, watched the run. The game is kinda neat, but definitely not too fast paced (or so it seems). There's been a lot of times where you could have pressed the R button earlier to store the charge or whatever that was while running to the obstacle (couldn't you?). Also, the whole jump-over-the-enemy thing also doesn't look very convincing speed-wise. I just don't believe there isn't a faster way of passing them. The dash move also was seemingly underused. On top of that, a couple of missed shots on the boss (especially when using the "multiple shurikens" thing).
Overall, the game is not too spectacular (but still TAS-able), and the run is definitely underoptimized. I think it could and should be improved. As for now, voting meh.
EDIT2: S@G, don't be discouraged. The more you know about the game and the more experience you have TASing it, the better the end result will be. Try to use more advanced TASing tools (most importantly the memory watch) and do everything with the maximum precision you can afford. It wouldn't be too hard after some practice (as of now, I don't even imagine myself running anything without frame advance and memory watch — so handy it is).