This is one of these games that are fun to playthrough and speedrun, but don't translate into a good TAS. 95% of the run is just running from A to B with not much in the way to stop you, and much of the movements look very approximate. I'll vote meh on this one, but I look forward to seeing the GCN version being TASed.
Voted meh, I don't think the run differs enough from the current 0 star run. There is plenty of SM64 hacks being worked on as we speak. Hopefully one of them will look like a game that could be called SM64 2.
The game is supposed to crash whenever Mario goes out of bounds. I believe one of the Super Mario Land runs was rejected due to a glitch that wasn't possible on orginal hardware.
The game feels pretty average to me. I don't understand why they thought it would be a good idea to only allow you to have 2 weapons at a time as well as that sprint function and the controls for mini Duke when he's driving the RC is really bad. Strangely, I actually enjoy reading posters and doing the puzzle solving sections more than the shooting. One annoying thing I've found when I play the game is sometimes I randomly fire for no reason. I don't know if anyone else is experiencing this or if its a bug in the game. I'll give my full take on the game once I've completed it.
Before I make my main point I will say the TAS is very boring and unsuitable for TASing. I could only manage half an hour before I stopped watching, I find point and click TASes more enjoyable to watch. Yet the site shuns that particular genre, despite the fact the viewing experience is no different from JRPGS. We should respect the fact there is a hardcore minority who are likely to be interested in a TAS like this and may attract new viewers which some generic NES platfomer could never do.
The overall length of a TAS should never lead you to believe it takes more time commitment to make compared to other TASes. One potential way this could be done is no_of_frames*no_of_rerecords. Sadly, that method is rough at best. Anyway, overall effort put into a run is much more important than the overall time that was committed towards a run.
I can't speak for the entire FF series, but judging by the rerecord rate only 9 rerecords are used for every 10 seconds of gameplay when 213 would normally be expected. This could mean the author was lazy, which should be entirely ruled out, or the game has a lot of text/cutscenes that can be turboed and fast forwarded through. While battle scenes are trivial to test.
I don't see the need for it. All five games use largely the same engine with all the inherited flaws. Aside, most of the serious discussion about the individial games are being done at Tomb Runner.
Basing decisions off reaction based polictics is always a bad idea, unless a loophole in the law was exposed. Chernobl was caused by incompetence and hugely out of date equipment, while Fukushima was caused by a one in a hundred year natural event, which was nearly avoided. We already know the drawbacks of oil and gas, but most of the renewables don't produce much electricty and are more expensive. BTW do you mean nuclear fusion? That could be 50-60 years away and I certainly wouldn't jump at it right away.
I know the main goals of TASing has been discussed to death in various different threads over the years, but I'd like to point out the goal of TASing is to demonstrate Tool-Assistance. Entertainment is purely a byproduct. I think RealMyop conveyed this aspect pretty well in his video.
One thing I'd like to mention is when you talk about the future of TASing. You mention how people will try to create new categories like completing 8 unrelated games across different platforms using one controller (words to that effect). When its much more obvious to mention newer consoles becoming TASable e.g. Wii, 3DS.
TR2 has the most interesting tricks, and requires the most luck manipulation and resource management. xXApelaumXx's Youtube channel should be enough to wet most people's appetite.
It might be better to play a pre-recorded track of the level and leave out the sound effects. Another solution would be to mute the BGM ingame (if an option exists), and then combine the pre-recorded BGM with the sound effects.