the best ending. Sometimes, when a glitch is found that allows extremely fast completion of a game, it will be considered a separate "category" as people may find the old way of doing it to be more enjoyable or otherwise interesting.The most common categories include any% (fastest completion), 100% (full completion — may differ on per-game basis), and low% (completion using the minimum amount of items or powerups; sometimes synonymous with any%). Emulator Software which allows video games for consoles or older computers to run on modern platforms (computer architecture and/or operating system) and provides the runner with the common toolset, such as savestates. Emulators that currently feature the tools necessary to create tool-assisted speedruns include the NES emulators FCE Ultra, FCEUX, Famtasia, Nintendulator and VirtuaNES, the Super NES emulators Snes9x and ZSNES, the Master System emulators vbsms+ and Dega, the Genesis emulator Gens, the Game Boy Advance emulator VisualBoyAdvance, the Nintendo 64 emulator Mupen64, the Arcade emulator FinalBurn Alpha, and the Nintendo DS emulator DeSmuME. Input The data that is inserted into the game, either by the actions of a player (both during normal play and during speedrunning) or by an input file. The data can, for example, represent button presses/releases and joystick positions (e.g. with the Nintendo 64) on the controller, and even the reset button of the console if the emulator's input file format records these events. Input file A computer file that, among various other data, contains the analog or digital states of all buttons during every frame of a tool-assisted speedrun movie. This data is needed to reconstruct actions in a game, using an emulator. It may also contain a save state that is loaded at the beginning of the movie unless the movie starts from console power-on or reset (as is the case with most movies on the TASVideos website). Frame One of the still images composing the animation of a video game. Most gaming systems (and thus, emulators) update the screen approximately 50 (PAL) or 60 (NTSC) times per second (although sometimes only every second or third frame is rendered on some systems, lag notwithstanding). Every update is called a frame. Almost all console systems check the input (which buttons are pressed on the controller) once per frame, which is therefore the highest possible resolution of input in tool-assisted speedrunning. Frame advance An emulation feature which allows for the manual progression of frames