This move is is 684 frames faster than #7826: juef's NES Rally Bike "1 loop" in 08:35.87 when measuring at the crossing of the finish line. It's a good deal shorter than that because of earlier input end, I let the post race stuff linger instead of ending it quickly, I also end input before crossing the finish line but not without delaying which frame it is crossed, that gains an extra 12 frames.
Will work on a version that uses an invulnerability manip to end input much sooner, and submit that.
#638050728010939886 - Dragon Warrior IV - improvement, up to Chapter 3
Complete trading shenanigans. Proof of concept, could be optimized a lot more, the point was to show the mayhem that can happen when a CPU initiates a trade with a human player.
#637989625874991975 - NES Monopoly "telefrag an innocent CPU"
This is a demo of an interesting glitch. I set up a trade that would bankrupt Ollie, but force Arthur (would not agree to this trade) to agree to it and get bankrupted. Even better, not only did Arthur not agree to the trade, he didn't even get a turn, lol.
#637935954040285801 - SNES The Addams Family Ram Watch File
This demonstrates how you can use the clock stopping glitch to get a much higher score on Soda Popinski, at the expense of the fight being much much longer.
The idea is to stop the clock, then counter his hooks which only do 1 pt of damaage and can give a star.
To do this optimally TAS wise is not very trivial. After every hook, you do need to luck manipulate him to do hooks again, which he can every time (this video doesn't because i was lazy). Also some of the stars are not guaranteed and need luck manipulation (50% chance)
Converted http://tasvideos.org/5767S.html to a GB file and converted the input log. Then added some extra frames to get it past the name selection screen. After that it desyncs soon after