WarioWare: Inc.: Mega Microgame$ is a the first installment in Nintendo's classic microgame series for the Game Boy Advance. The game centers around a hodgepodge of microgames - games that give you mere seconds to complete a zany, unpredictable task in rapid succession. You need to act quickly and finish these microgames to help Wario and his friends around Diamond City solve their various predicaments.
In this TAS, Pellets completes the main story mode at top speed.
The Objective
The aim of this TAS is to complete all eleven stages of WarioWare, Inc's main campaign, triggering the final cutscene and the "credits," in as little time as possible, whilst also completing the microgames in unorthodox and humanly impossible ways.
Technical Tripe
- Made in Bizhawk 2.9.1
- US version
- Native framerate
Explaining a Few Things (a.k.a. "why'd you do that?")
- You'll notice that the microgames are played with a set amount of time, so you can't really speed through any of the microgames except for the bosses. This means the TAS must focus on entertainment or playaround factor, so you'll see a lot of completing games at the last possible moment/immediately and being way too close for comfort when dodging things.
- You'll also see a lot of soft resets (B + A + Select + Start) to quickly return to the title screen. These are done to skip the stage prologues and epilogues, as well as the fake loading screen that triggers when you unlock a new stage, all of which are faster to skip than to sit through.
- In Punch Out (the boxing boss), normally you would wait for your opponent to punch, then you dodge and counter. However, if you punch early, your opponent will block it and might immediately counter, depending on RNG. Here, I punch on specific frames to trigger this immediate counter to speed up the fight. This trick does not seem to work when the opponent is on one heart.
- In Dungeon Dilemma (the RPG boss), you might notice very briefly that I wait a few frames to pick the second-to-last choice. I do this so that the "Success" option shows up first on the final turn, which is faster than waiting for the cursor to cycle through to "Success" as the second option.
Potential Improvements (a.k.a. Pobody's Nerfect)
- There is a possibilitiy that the end of Dribble's boss can be completed faster, either through trickier angles or a different setup.
- Orbulon's IQ microgames are twice as long as everyone else's. These microgames also show up as part of Jimmy's second remix stage, so it would be optimal to have as few of these microgames as possible. In this TAS, this stage only has three of Orbulon's games, and it is unknown to what extent the selection of microgames for this remix can be manipulated, including if there's a minimum amount of games per set that must be in the remix.
nymx: Claiming for judging.
nymx: This doesn't need any in-dept analysis. This beats the WR by 37 seconds...adjusting for the starting point of the RTA run. As the author has stated...this is mostly waiting on a timer, except for the bosses as the author mentioned. Everything looks good here, while this even beats a previous canceled submission.
Thank you RetroEdit for your review and help!
Accepting to "Standard".
fsvgm777: Processing.