Main time saves were pressing Up instead of Down to reach answer slot 4 and delaying the B press to lock in answers to get shorter load times between questions.
This answers 5 questions but is 21 frames ahead by that point.
#638131212640097050 - DuckTales 2 - Mu stage minus boss in 4305 frames
Oops. By the way, even though this is a Saturn exclusive game I went by MARP rules where the settings have to be at whatever defaults are set upon loading the game. Thus there's no adjusting top speed. There are turns and tight maneuvers that require slowing down so adjusting top speed might actually be detrimental for maintaining a consistent coin chain.
Anyways I tried out the analog for this game and it works fine. Probably wouldn't need that for a TAS if all I'm going for is the fastest score counterstop. On the other hand, going for the largest bonus at the end (coins * time * 1000) would want finer adjustments. The problem is that I kinda forgot where that analog viewer lua file was so I just kinda manually did it with a controller. Thus the inputs are a terrible mess but this is a good baseline for both fastest coutnerstop and largest end bonus. I might get back to this later.
#638117409522911950 - Mega Man Zero 3 - post credits save for proof and Hard mode SRAM
This is an input file that saves after the credits as it shows that the regular S rank, buster only S rank, and maximum mission score unlocks are obtained. This also saves so if nothing else this serves as a verification movie for anyone who wants to do a Hard mode TAS of Zero 3 if they're so inclined.
#638114942205017629 - Zippy the Porcupine - basic RAM Watch file
This is a preliminary TAS to see how long a Zippy TAS could take. One thing I noticed is that only 10 levels out of 16 are needed to be played to reach the ending. The boss locations are also determined by the frame the title screen is cleared. This run does it on the first frame which leads the the tremendous problem of playing all of the very laggy Aqua Zone levels. There might be some optimizations per level but I think that the levels themselves are sync friendly.
The boss fights are influenced by player input so some of that will be needed in a more refined pass of this game. This is especially important since this affects how long each cycle takes between hits by about a range of 100-200 frames.
#638100084868122059 - Somari speed and positioning RAM watch
A simple RAM watch that has Somari's screen position, map position, horizontal and vertical speed, and a boolean check for ascending state. Things of note is that just running is faster than using the spin dash, and that jumping in the air loses horizontal speed.