While I enjoyed this TAS (almost as much as the fact that I was actually able to set aside four hours to watch it), I feel that between the Japanese text, the substantial amount of time spent watching such text fly across the screen, and 30 minutes of gratuitious ticking, stars category would be pushing it a bit.
Admittedly, the website seems to state that I can't adequately judge how much I enjoyed watching the movie until I have watched it twice (...), so I guess I ultimately shouldn't be voting anyway?
Thank you for making this TAS, Malleoz :)
Edit: ten years. Goodness, how time flies.
Wow, that was something else. Thank you for making this, Akse :)
I feel that UV is the correct difficulty choice. Performance art just is more awe-inspiring if it's relatable to something I know, and like most, I'm not too familiar with Nightmare skill.
Speaking of Sunder, I'd actually be interested in seeing just how efficiently a TAS could take care of the hordes that WAD throws at you.
Guess a preference for Genesis or SNES music is a bit of an acquired taste. As somebody who grew up with the SNES version of this game, I can see why you'd prefer this version's colours, but the music feels awfully rough around the edges. Still, it was interesting to see the other version differences (however minor) between the two.
Came here to report the same issue. Seems to be Chrome-exclusive, as it doesn't happen with Internet Explorer either. Furthermore, it seems to be related to window size, as the glitch corrects itself when the browser window is made smaller:
Before resize | After resize
The glitch also appears to be related to the submission table's content, as it triggers at a smaller width for the Wario's Woods page than for the Castlevania SotM page.
Using Chrome's element inspector to disable the "table.item th, table.item td, table.tracker {padding: 1px;}" rule (doing so sets padding to 2 rather than 1) appears to fix the issue. Honestly can't explain why.
Whoa, Nach, you almost sound angry. You appear to be right, but surely it isn't that big of a deal.
Feos, much thanks for the encode without the door transitions and the item dialogs. Amazing how much time exlucding these saves when you're playing at the speed of TAS.
Wonder if it's possibly to pause the music during transitions as well, as having the music skip around did get on my nerves for a little while. Not sure if one can exercise that much control over the game's behavior through LUA scripts, though.
I'm somewhat amused by the fact that you managed to save time by pausing the game. The Bowser fight was pretty neat, too - if only he moved that fast in Super Smash Bros! Good stuff :)
Awesome run, guys!
Watching these comparisons is a blast, too. I think I've watched something similar of yours involving Super Metroid in the past. Please don't stop making them ^_^
Edit: so I just got to 4-1, Cookie Mountain (18:00). What in the blazes just happened? Whatever it was, the side-effects are interesting to say the least.
Well, this is definitely something else. I find myself agreeing with Zaphod, including a rickroll would have made this more ... marketable, but this is amazing enough as is. Nothing stopping anybody from doing so now, I suppose.
Well, as a person who has never played Battletoads (but who admittedly did watch an LP of it once) the screenshot made me wonder just wtf was going on in this TAS. Since it was only two minutes I checked it out, and the TAS did not disappoint. Each to their own, I guess.
The description did stand out to me as being a little bit, um, hostile. It's difficult, sure, but not totally unfair. And unless we're counting the bogus world 9, there aren't really any cases of thematic inconsistency that stood out to me as being poor design.
I wouldn't call them warps per se.
Basically, the game consists of a number of alternate routes. In the TAS, a door is broken near the end of the second stage, allowing you to fight Callman indoors. The level's normal progression has you fighting him outdoors in a parking lot if I recall, but taking that route would involve killing more mooks.
Similarly, destroying the bus-stop at the end of the third stage makes the level end right there, whereas normally a bus would arrive to take you to the second part of the stage. This is probably the closest thing to a true warp, as it basically allows you to skip a significant portion of stage three.
The other notable short-cut would be breaking the four grey consoles in that one corridor with the urgent music in the fifth stage - that ends the stage right after completing said corridor, skipping the stage's boss.
This is all from the top of my head, though, and it's been a while since I last played this game. Apologies if anything I said is incorrect.
Unless I'm imagining things the YouTube encode seems to be suffering from audio desynch towards the end.
Amazing TAS nonetheless. It delivers on being glitchy beyond belief as seems to be the norm for MK TASes :-p