Since you guys clearly can't get enough of this game I made this. It beats nitrogenesis's submission by 59 frames and Wak017's non-submitted run by 48 frames (I made the whole run after he posted it in the submission thread and compared my progress to it, so it wasn't done in vain), all from better optimized movement.
Thanks goes to Aqfaq, nitrogenesis and Wak017.
Enjoy!

DarkKobold Really Aglar? Really? ....*sigh*.... Judging.
Flygon: It's 2:31AM and I am adding YouTube modules. Aglar is to blame for my sleep deprevation.

DarkKobold: Replacing submission with one 3 frames faster.


Brandon: Claiming instantly for publication.

Tompa
Any
Editor, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
Would have been more interesting if you took the water path in any other levels, by jumping constantly to survive. Game sucks in general and a TAS isn't that interesting really.
Editor, Expert player (2459)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Jungon wrote:
So it WILL be faster than 2 minutes .. =P
Well, the situation here could be interpreted so that the idling teamplayer controller is actually delivering input, so that "playing the game" does not end any sooner than what we see in aglar's run. It would not make the AVI any different either. But hallelujah, the normal controller input would be under 2 minutes. I see no point in getting under some specific time limit, though. I wish TASes were measured in days, so that each time there was a major earthquake, shortening the day on Earth, some TASes would get longer in the process. OMG! EARTHQUAKE! SMB TAS RECORD TIME JUST INCREASED FROM 0,0034375 DAYS TO 0,0034376 DAYS! UNPUBLISH IT, IT IS TOO SLOW NOW!
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
I did this on console not too long ago when I was bored haha.
Super Mario Bros. console speedrunner - Andrew Gardikis
Joined: 6/4/2009
Posts: 570
Location: 33°07'41"S, 160°42'04"W
Sonikkustar wrote:
Genesis TAS of 2011
I see what you did there.
Joined: 6/4/2009
Posts: 893
i will abstain to vote on this one but i liked the run, if you add the other minigames count a real yes vote on the next submition
Skilled player (1637)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Aqfaq wrote:
Well, the situation here could be interpreted so that the idling teamplayer controller is actually delivering input....
The other issue is that this may very well just be an error in the emulation of the team-player attachment. Without testing this on a console, requiring a genesis, team player adapter, and a copy of bible adventures, I'd be hard pressed to believe in the legitimacy of it.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
marzojr
He/Him
Experienced player (749)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
DarkKobold wrote:
Aqfaq wrote:
Well, the situation here could be interpreted so that the idling teamplayer controller is actually delivering input....
The other issue is that this may very well just be an error in the emulation of the team-player attachment. Without testing this on a console, requiring a genesis, team player adapter, and a copy of bible adventures, I'd be hard pressed to believe in the legitimacy of it.
It is not an emulation bug. The teamplayer attachments have specific communication protocols to work around the fact that there is a limited number of input pins and ports for the controllers in the Genesis (Sega's teamplayer and EA's teamplayer are different, but the Sega teamplayer MKII can work in compatibility mode with EA's protocol). Without going into details about the way the teamplayers work (this is not the thread for it anyway), it suffices to say that there is a lot of chatter going on which the game misinterprets as input, since it is not designed to handle the teamplayer attachment.
Marzo Junior
Joined: 7/2/2007
Posts: 3960
I don't think it's been explicitly stated what happens when you plug the teamplayer controller in -- does the game basically receive erroneous input that causes the level to be completed? In that case, it seems like allowing this approach would open a big can of worms; I wouldn't be surprised if many games would lend themselves to this approach.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Editor, Expert player (2459)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Heh, now I know what happens. The idling teamplayer produces the same input as start button. So, Bible Adventures didn't crash, it was just paused. So, the improvement is pointless.
Dwedit
He/Him
Joined: 3/24/2006
Posts: 692
Location: Chicago
This game's music is abysmal, but still better than the NES version's music.
Skilled player (1307)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
All jokes aside, This run was really boring. Sorry Aglar, but running from left to right without doing anything interesting inbetween makes my vote No.
Joined: 2/20/2010
Posts: 209
Location: I'm in space
Sonikkustar wrote:
All jokes aside, This run was really boring. Sorry Aglar, but running from left to right without doing anything interesting inbetween makes my vote No.
Yeah well, I think legendary awfulness should get special consideration! I vote yes AGAIN but please please please please please, no more baby moses. Please.
Oh, play it cool. Play it cool. Here come the space cops.
Joined: 1/8/2011
Posts: 74
Location: Saturn Valley Medical Center
NO!!! Absolute NO!!! I can't take much more of this stupid music!! NO! NO! NO! NO! NO! NOOOO!!!!!!!!!!!!!!!!!!
Samus plays the SA-Xaphone
Joined: 5/2/2009
Posts: 656
DrSaturn wrote:
NO!!! Absolute NO!!! I can't take much more of this stupid music!! NO! NO! NO! NO! NO! NOOOO!!!!!!!!!!!!!!!!!!
Dude, just turn it off. Relax.
My first language is not English, so please excuse myself if I write something wrong. I'll do my best do write as cleary as I can, so cope with me here =) (ノಥ益ಥ)ノ
Joined: 12/27/2006
Posts: 49
As someone who's just learning about all the fun drama behind this game, I'd have to give a yes vote. Though I'm tempted to vote no so the quest to validate this game lives on.
Joined: 1/10/2010
Posts: 59
Unlike many boring platformers, this one is short and moves quickly. Moreover, it's hilariously bugged and has all the trademark humorous qualities of unlicensed games. The sound is annoying, but in a slightly entertaining way, unlike most Genesis games which just have sound that is annoyingly bad. Obvious yes vote.
Player (136)
Joined: 9/18/2007
Posts: 389
NES Donkey Kong got published after it was done absolutely flawless. But this one has two big disatvantages: It's two times as long, and the game isn't as popular... Maybe you can find one more bug. I don't really know this game too well, but have you tried throwing Moses into the exit of the level? Or throw him on top of the spikes, or put him somewhere in a way you can repeat the bug of level 4?
Joined: 7/2/2007
Posts: 3960
According to Seanbaby's review, not having Moses at the end just changes the ending message. So why pick him up at all? In any event, throwing him into the endzone doesn't seem like it'd work since the level-end is triggered by the player's position, not Moses's.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Lex
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
The message changes and you don't get to see the end sequence. Note that that's an end-of-level message, not an end-of-game message. It causes you to lose the level.
Joined: 7/2/2007
Posts: 3960
Oh, so you'd have to re-run the level? Oh well.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced player (580)
Joined: 1/27/2011
Posts: 427
Location: Oregon
partyboy1a wrote:
Or throw him on top of the spikes, or put him somewhere in a way you can repeat the bug of level 4?
The underwater bug of level 4 can actually be replicated on every level by constant jumping. Here's level one: http://www.youtube.com/watch?v=vZLyHBqs4NI Unfortunately, it doesn't save any time, as far as we know. This is because there's no reason to stop at all in any level after picking up the baby.
Player (136)
Joined: 9/18/2007
Posts: 389
diggidoyo wrote:
The underwater bug of level 4 can actually be replicated on every level by constant jumping.
The run would look better if it is abused in some more levels... I'll give it a meh.
Skilled player (1637)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
I actually think this is almost accept-worthy, but I'd like to see one level replaced with the jumping underwater.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Emulator Coder, Player (31)
Joined: 4/24/2010
Posts: 73
Location: California
Penguin adventure was more entertaining that this crap game.... great game play though... a yes vote for me.
MSX Game specialist / openMSX team member
Expert player (3578)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
DarkKobold wrote:
I actually think this is almost accept-worthy, but I'd like to see one level replaced with the jumping underwater.
Redid the last level to do this. And even gained 3 frames doing so thanks to the water trick that I didn't know about before. Thanks to diggidoyo for that:) Update the current attachment with this: http://dehacked.2y.net/microstorage.php/info/1354359898/Bible%20Adventures%20%28Unl%29%20%5Bc%5DTAS20037Aglar.gmv
feos wrote:
Only Aglar can improve this now.