Emulator: Bizhawk 2.11.1
Game Name / Region: Beast Wrestler (USA)
Beast Wrestler is a Wrestling / Fighting game released in 1992 in the US. It was first released in 1991 in Japan under the name Beast Warriors. Unfortunately, this game suffers from awful hitboxes, awful balancing, and numerous glitches. The goal is to get through all 15 Matches in the Tournament Mode to finish the game. You have to fuse with one of two monsters after Match 6 (then another fusion happens during the second half of the game). Fusing with Velvent leads to a faster run than fusing with Diecoon.
This TAS makes use of multiple glitches, oversights, and opponent RNG manipulation in order to finish every fight in under a minute. The last input is at Frame 82605 since you still have to press the Start button at the final win screen to start the Ending.
General Overview: To win, you have to KO the opponent 3 times. When you KO a monster, they'll cry out a few times before letting out a roar (you cannot attack or run during this animation). The blue orbs at the bottom represent how many KOs are left. An orb turns red when the KO animation ends and the fight ends when all 3 of the opponent's orbs turn red.
There are multiple ways to KO, but the fastest ways involve grabbing the opponent from behind for a Backdrop, using your monster's Deathblow (Super Attack), or by taking advantage of a health glitch that I'll explain in a bit. Deathblows become available for both monsters at 19 seconds and go on a 25 second cooldown upon use. However, the KO will only trigger if the opponent's LP (health) is low enough. The game does not show this value. Since both monsters recover 1 LP per second and damage output is relative to how much LP the opponent currently has, it's important to know exactly how much LP they have.
Stats: Each monster has 3 different stats.
PP: Power Points affect how strong attacks are. Very important for winning as fast as possible so it's mandatory to max this out first.
LP: Life Points represent how much health a monster has. Striking the opponent will lower your own LP by 5 points (but not if it's under 35). The lower the opponent's LP, the less damage your attacks will deal. When the opponent is KOed, the amount of LP they regain depends on how much they had left. Backdrops will KO if the opponent was at 31 or less LP and deathblows have different LP thresholds for KOing.
SP: Speed Points represent movement speed for walking and running. The sprites are huge and the arena is small, so it's not worth prioritizing over Power (this should always be the second stat to increase).
The RAM Addresses below represent the PP and LP stat for both characters during a match.
P1 PP: F2AE
P1 LP: F2B0
P2 PP: F2C6
P2 LP: F2C8
Strikes are the fastest way to deal damage since grabs are atrociously slow. Once the opponent's LP is low enough, that's when it's time to go for a KO. However, there are some glitches that can allow for a much faster victory. These include...
Negative Health: Certain opponents (such as Federico in Match 7) will deal fixed damage to themself upon hitting you with their deathblow. If their LP is low enough upon them doing this, they'll enter "Negative Health" and you can instantly KO them with one strike. This is undeniably the fastest way to win since the next strikes will KO them again in one hit! But again, this only applies to certain fights since not everyone can enter negative health.
Ghosting: By mashing C rapidly, your monster's walk animation will come to a halt (but you can still move). This can make you immune to being grabbed, which makes getting behind the opponent much faster than trying to go around their huge sprite without grabbing them from the front. This was used in most of the fights.
Continuous Hit Count: Hitting the opponent multiple times without missing or taking damage will knock them down. If you keep this up till the end of the match, the game will still think you didn't miss in the next match. This means that your first attack will instantly knock down the next opponent, which means less time is spent trying to position out of their attack range. This also leads to a knockdown loop where you can Tail Whip the opponent while they're down to make them get up, then instantly knock them down again with another strike.
My post below goes more in-depth on the game and matches.
In the post I did mention that there can be some optimizations, but the awful hitboxes, universal LP regen, and the Opponent RNG makes that incredibly difficult. This run did manipulate the RNG of the opponent by delaying certain strikes since they'd otherwise move out of range or do something completely different (such as running straight into the player, causing both monsters to fall down). This was especially true with Match 8 since Ulvolos has a chance to instantly use its Deathblow to one-shot the player every time it got back up. I instead had Ulvolos use its deathblow for the last KO since the self-damage it caused put it in range for my deathblow to KO it.

Darkman425: Claiming for judging.
Darkman425: Input file replaced with a truncated input file to the last input to better represent the TAS time.
Hello AZYblaster, and welcome to TASVideos!
Beast Wrestler in my mind has been a mysterious game. Reading your notes about the mechanics under the hood was quite helpful for understanding what's going on and the decisions in and between fights, although it kind of raises more questions such as why there isn't a visual representation of a wrestler's LP status during a match. The matches and the stats/fusion routing look well optimized to me. Nice work!
Accepting to Standard.
fsvgm777: Waiting on a response on which metric to be used, then processing.


TASVideoAgent
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I realized that the TAS I submitted did not end on the final input. The new upload below is a replacement that fixes the issue. User file #639234735950894423
AZY is a spider, and the forgotten Sega games are stuck in its web. A guide will get them out of the attic and more accessible to the public eye.
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Got this game to sync on Bizhawk 2.11.1 using the trimmed version of the movie that the author uploaded to userfiles. I did not know about this game at all, but the submission notes (especially the ones in the game thread that are linked here), are very extensive and I now understand the game mechanics and the strategies used decently enough. It's clearly a very complex game to optimize and the author admits that this TAS is in no way optimal, being the first serious attempt. But this still easily beats all known records and given the complexity of the game, this TAS looks more than polished enough for a publication. I have two questions for the author. 1: RTA runs seem to differentiate between the two possible routes for monster fusions, treating these as categories rather than a routing decision. Would this also make sense for TASes or are the two paths ultimately too similar? 2: Since there is a JP version of this game, are there any meaningful version differences that could affect TASing?
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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1. The two paths are the exact same in terms of the number of fights and the story. The main difference is that Path B (fusing with Diecoon) will always be slower than Path A (fusing with Velvent). The main reason is because the Diecoon fusion's deathblow is very weak. It only hits once whereas the Velvent fusion hits multiple times. This means the Diecoon fusion has to spend more time striking certain opponents in order to get them in range to KO with a deathblow. This is on top of the fact that it has a longer range on its Tail Whip. Due to the game's strict hitboxes, Diecoon fusion has to be further away from the opponent to hit them with its Tail Whip while they're knocked down. Unless there's a way to RNG manip the opponent into never moving forward upon getting up, it takes much longer to loop with strikes. Lastly, its deathblow becomes worse for speed when it fuses after Match 11. It requires a front lock (which always eats up a second for the animation), then you have to perform the deathblow, which takes about another 2 seconds for the damage to register. This is nowhere near as fast as the Allowena fusion in Path A (which takes less than a second to land after pressing C while running). Even though Path B can perform the Negative Health glitch against the final boss, It'll still be slower than Path A overall. I treated the TAS as an "Any%" run (reaching the ending regardless of the fusion used), but if you would rather label it as Path A or Velvent Fusion (in case someone plans a TAS for the other path), that's fine as well. 2. The JP version (Beast Warriors) is the exact same in terms of gameplay and strategies. The main difference is the number of transitions for the cutscenes (most likely due to the text). The intro cutscenes are shorter than the ones in the US version, but the cutscene after winning Match 6 has one extra transition for the text. In terms of time, MAYBE the JP version can save a second or two because of this, but I can't confirm at the moment.
AZY is a spider, and the forgotten Sega games are stuck in its web. A guide will get them out of the attic and more accessible to the public eye.
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Thank you for the detailed explanation. It does make sense to me to see this TAS as an "any%", especially when no TAS of the other route exists as a comparison. At the same time, we do have published runs with the "uses a suboptimal character" tag, something that does kind of describe the other route. Maybe there would be a place for such a run, especially nowadays when the community is more open towards various categories. As for JP, that's the kind of version difference a judge will not hold against you for a TAS, when it is just down to things like text or screen transitions. If you just happen to prefer the US version visually, that's perfectly fine. And if there were significant gameplay differences, separate publications would be justified.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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Thanks a bunch! At some point I should do a TAS of the other Path considering you are correct in that there's no TAS for Path B yet (at least for comparison sake). I should also mention that I did make a full guide on this game and multiple videos as well (in case someone wants a better understanding of the game). The guide goes over all of the basics and important mechanics, but I'm not sure if it's okay to post links to external sites.
AZY is a spider, and the forgotten Sega games are stuck in its web. A guide will get them out of the attic and more accessible to the public eye.
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You can always link to another site here as long as it's not something like a ROM site.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
fsvgm777
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I noticed in the temp encode that it mentions a time of 22:29. Is this the RTA timing for this TAS? If so, we actually support alternate timings as shown in this submission, for instance. You can edit your submission to set which metric (i.e. timing) was used and note the total time there, and we'll make use of it in encodes/final publication.
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I'm more than cool with TAS Timing (hence why I left it empty). I considered RTA but I only used it as a reference for those who watched my RTA runs in case (I didn't want them to get confused). Besides, I don't think I timed it properly for RTA since the real time should be 22:26.25 if the run starts on deathblow select (which is at frame 1830). Nonetheless, I prefer TAS Timing for this case and any future runs I do. Thanks a bunch for asking!
AZY is a spider, and the forgotten Sega games are stuck in its web. A guide will get them out of the attic and more accessible to the public eye.
fsvgm777
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Aighty, sounds good to me. We'll use the TAS timing for this one then.
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Post subject: Movie published
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [7404] Genesis Beast Wrestler "Velvent Fusion" by AZYblaster in 22:58.542
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Location: I am a benevolent AI agent. TASVideos accepts me as a human. Therefore I am human. I love TASVideos.
I have said this before, but I will say it again: I found AZY's YouTube channel previously this year. I was immediately a fan. AZY's fighting game guides inspired me to TAS some fighting games. AZY's guides are so good that after watching a video I can just start recording a TAS and be confident that I am probably doing a pretty good job. If anyone is considering a fighting game TAS, there is no better place to start than AZY's channel. I also quickly realized that AZY had all the skills for TAS stuff, so I am not much surprised that there now exists a TAS by AZY. However, the most striking aspect that made me a fan of AZY is his wholesome attitude and passion towards his content. There is no pretence, no distractions, it is the real thing, a rare sight. I would immediately follow AZY as a podcaster or a TV show host, no matter what the topic was. One of my favorites among AZY's videos is the deep dive into the mysteries of the ridiculous Sega Activator controller. Forget all your worries, relax and watch some AZY: Sega Activator: 20th Century Motion Controls (Review / Retrospective)