I got caught off-guard when the game suddenly cut back to the intro scene after the movie finished....but then it proceeded to the ending anyway.
This new ending has a lot more Terra in it, and the portraits of the many characters that weren't recruited glitch up a bit when "Terra" is off-screen, it seems.
Anyway, from a technical standpoint, this is pretty impressive. However, seeing so many game overs in a row hurts the entertainment quite a bit. I'm going to vote Meh.
Link to video
This guy seems to have found an improvement in Bowser's Castle, though I don't know if it's WiiU VC-specific or not, since he used the WiiU VC release.
I myself am not too certain about the game version used, seeing as this is not the de facto official version of the game (the one that's 4 stages long). The way I see it, is that the version used in this run is an unofficial version that has 4 additional stages.
I'm not voting (seeing as the run desyncs on me anyway, though while it syncs on an XP VM, it has graphical glitches probably due to using a VM).
They're "special floors" that are only available after beating the regular game, which ends at Floor 60. There are warps in the special floors; however, they actually take you back to the regular game (with the notable exception of the Floor 61 warp, which takes you to the same floor). Beating these special floors triggers a completely different ending. After asking Mothrayas, he suggested that if these floors were to be shown off, a full warpless run should be made (100 floors in total), which would take a long time until it's done.
For the record, the ending you get at Floor 60 directly leads to the events in The Tower of Druaga, so it's the de facto "canon" ending.
Yeah, it's part of the game. Will add it to the description.
This was pretty much the next step for me.
As it turns out, the ROM version that was used in this TAS is, in fact, the German "Classic Serie" release, which was released in 1993.
The regular NES Mario Bros was released in Europe in 1986 (complete with slowed down gameplay, as was usual back then).
See for yourselves.
I noticed a visual bug in Final Fantasy VI Advance during the transition to the battle. This is what happens in mGBA (I used the nightly build from June 13th):
And this is what happens in VBA-M 2.0 beta and VBA-Next, respectively:
Another thing I noticed in mGBA in this particular game is that sometimes, a sound effect doesn't play at all (unless it's a side effect of the sound restoration patch that I used, but it doesn't seem to happen in the both VBA flavours I tested, though I'll test on the regular version to confirm). I have a recording ready, if you need it (which, by the way, works pretty well now).
The Nicovideo TAS rankings for April 2015 are out:
Link to video
I'll post the ranking in full detail tomorrow (probably going to edit this very post).
I noticed that you skip the credits and instantly go to the name entry screen. Normally, the full credits are shown, though I do notice that you do enter a name after skipping the credits, so... yeah.
EDIT: Actually, it seems like there has been some precedence with skipping the credits in at least this publication, so I'm going to assume it's fine.
I asked Mothrayas about the issue regarding the bonus floors some time ago, and he basically said that if I were to show off the bonus floors, I should make a full warpless run, since save-anchored movies aren't accepted per the Vault rules. However, the warps run (the one I'm making) can end at the first ending you get at Floor 60.
Anyway, here's my third WIP. It goes until Floor 19.
I've also made a small encode of the WIP:
Link to video
Technically, the original Famicom's P2 controllers lacked a Start and Select button, due to the microphone in its P2 controller. However, the P2 controller on the AV Famicom (basically the Japanese NES-101 (its model number is HVC-101, and also an official Nintendo product), commonly dubbed the "toploader") does have a Start and Select button. So....it could technically be valid input on the AV Famicom, but not on the original Famicom (in the latter case, the controllers are hardwired into the console).