Iron Tank: The Invasion of Normandy is an action game released by SNK in 1988. It continued SNK's trend of military-themed action games such as Ikari Warriors and Guerrilla War. I was not a big fan of these earlier titles, but SNK took the best part of these games--driving a tank--and developed an entire game based on the idea. Now that's more like it!
Frame 62 Press A+B+Start to manipulate minimal transition time
1063 Frames of Lag for cut scene
Frame 1126 Press and hold Up
Frame 1128 First Movement
Frame 1216 Fire at first target (Foot Soldier)
Frame 3523 Fire Machine Gun to manipulate shorter Sub-Screen transition
Frame 3559 Fire Machine Gun to manipulate shorter Sub-Screen transition
Frame 3561 Hold Up and Press Select to enter Sub-Screen and enable Weapons
55 Frames of Lag
Frame 3618 Enter Sub-Screen Lag ends
Frame 3623 Press A+B+Up+Down+Left+Select to enable last weapon and exit Sub-Screen
71 Frames of Lag
Frame 3696 Exit Sub-Screen Lag ends
Frame 3736 First shot fired against first boss (Folten tank)
Frame 3772 Delay here for 1 Frame to manipulate even-numbered Frame at the edge of the invisible barrier for 1 more pixel of Y-axis movement and to destroy Folten 2 Frames earlier
Frame 4077 Hold Up here rather than later to manipulate ideal Track Status for the turn at Frame 4184
Frame 4080 First movement after Folten
Frame 4372 Turn here at X 124 rather than sooner to put Louis in range of the Machine Gun and to avoid ramming a 2nd Louis, thus mitigating much Lag
Frame 4412 Fire Machine Gun to manipulate shorter Sub-Screen transition
Frame 4450 Hold Up and Press Select to enter Sub-Screen and disable B
53 Frames of Lag
Frame 4509 Delay 1 Frame to manipulate shorter Sub-Screen transition
Frame 4510 Press A+B+Up+Select to disable B and exit Sub-Screen
68 Frames of Lag
Frame 4580 Exit Sub-Screen Lag ends
Frame 5096 Turn here at X 124 while Track Status is ideal, then press against the corner of the wall at the start of the train tracks to save a couple of Frames compared to manually turning at X 123 or later
Frame 5806 Fire Main Cannon here rather than sooner for minimum Lag
Frame 7144 Press Up against the corner of this wall to automatically correct around it, then turn manually at Frame 7224 for ideal Track Status for the turn at X 132. This also allows the R item to spawn correctly later.
Frame 7255 Turn here at X 132 to allow R item to spawn correctly later
Frame 7456 Turn to X 127 here rather than later to manipulate ideal Louis behavior
Frame 7867 Destroy Waltar here rather than later to manipulate ideal spawns in the next area
Frame 7876 Manipulate Louis to follow Iron Tank by changing from X 127 to X 129, preventing several Tanks from spawning in the next area and preventing the Lag they would cause
Frame 8071 Hold Up and Left here to press against the wall for 1 Frame prior to turning the corner. This prevents running over the Foot Soldier, which in turn prevents a Becks Haus from spawning.
Frame 8222 Destroy Foot Soldier here rather than sooner to prevent 1 Frame of Lag
Frame 8286 Destroy Foot Soldier here rather than sooner to allow L item to appear correctly
Frame 8710 Turn here to evade Becks Haus as long as possible while moving to X 176
Frame 8725 Destroy Becks Haus as late as possible to prevent Becks Haus from spawning
Frame 9019 Turn here and allow the cliff to automatically correct Iron Tank's direction at X 140 on Frame 9029. Using the cliff to change direction conserves 1 Frame compared to changing direction manually. Moving to X 140 allows Becks Haus to be destroyed with no need for delay to prevent ramming. It also keeps Iron Tank out of range of the 1st Mine, allowing it to move farther forward, and thus allowing it to turn when Track Status is ideal to move out of range of the 2nd Mine.
Frame 9161 rotate Main Cannon here rather than later to prevent Lag
Frame 9167 Turn here at X 84 while Track Status is ideal and press Up against the corner of the cliff to automatically correct Iron Tank's path to X 83
Frame 9208 Turn here rather than sooner to put Becks Haus in range of the Main Cannon while keeping Foot Soldier safe
Frame 9236 Fire Main Cannon at Becks Haus with no Lag, but allow Foot Soldier to flee for more favorable spawns and less Lag in the next area
Frame 9263 Rotate Main Cannon back to forward position here with no Lag and without Foot Soldier being destroyed
Frame 9527 Rotate Main Cannon back to forward position here with no Lag
Frame 9584 Use 1st of 2 "extra" shots to destroy Becks Haus to prevent Lag
Frame 9623 Turn here rather than go between Mines to use wall to automatically correct direction and to be in position to destroy Foot Soldier
Frame 9660, Frame 9709 Destroy Foot Soldier to prevent Lag
Frame 9754 Turn here at ideal Track Status rather than sooner for ideal Track Status on the next few turns
Frame 9927 Rotate Main Cannon here for minimum Lag
Frame 9974 Destroy Hans turret and ram Gustafu to mitigate Lag
Frame 9978 Rotate Main Cannon here to mitigate Lag
Frame 10268 Destroy Foot Soldier from medium distance to prevent Waltar from spawning
Frame 10276 Press B to prevent a Frame of Lag on Frame 10281
Frame 10278 Press B to prevent a Frame of Lag on Frame 10281
The following Frames rotate the Main Cannon to manipulate favorable Louis AI for minimum Lag and to prevent an additional Louis from spawning:
Frame 10606 Press B+Up
Frame 10608 Press Up+Left
Frame 10622 Press B+Up+Left
Frame 10624 Press B+Up
Frame 10642 Press B+Up
Frame 10770 Delay 1 Frame to prevent 2 Frames of Lag
Frame 11069 Destroy Louis to allow F item to spawn
Frame 11227 Rotate Main Cannon without Lag
The following Frames manipulate the next electrical field barrier such that the nearer of the 2 fields is open, saving 9 Frames overall:
Frame 11278 Fire Machine Gun at Foot Soldier
Frame 11314 Rotate Main Cannon no sooner than this Frame
Frame 11315 Fire Main Cannon at Waltar no sooner than this Frame
Frame 11326 Begin turn here to avoid ramming Waltar
Frame 11335 Fire Main Cannon to manipulate far electrical field barrier to remain closed and rotate Main Cannon without Lag
Frame 11368 Turn and fire here for minimum Lag
Frame 11583 Turn here on X 190 to prevent electrical field barrier from suddenly shifting in front of Iron Tank
Frame 11716 Delay here for 4 Frames to allow electrical field barrier timer to expire
Frame 11780 Turn here at X 36 to maintain maximum distance from Becks Haus and mitigate Lag
Frame 11853 Turn here with no additional Lag from the Becks Haus
Frame 11883 Destroy Waltar to allow F item to spawn correctly and to prevent Becks Haus from spawning
Frame 11922 Turn no later than here to prevent Becks Haus from spawning; this conserves a shot compared to Attempt 6. The V item is not worth destroying an additional Becks Haus
12032 Delay here for 1 Frame to prevent 1 Frame of Lag, allowing the electrical field barrier timer to expire 1 Frame sooner
Frame 12040 Delay here for 2 Frames to allow electrical field barrier timer to expire
Frame 12042 Press Down for 1 Frame to allow passing the electrical field barrier 1 Frame sooner
Frame 12196 Hold Down for 2 Frames to manipulate ideal Track Status for turn after F item
Frame 12340 Rotate Main Cannon here without Lag
Frame 12326 Rotate Main Cannon and turn and move to X 137 before advancing forward for minimal Lag through the next area
Frame 12413 Because only 1 Becks Haus spawns here compared to 2 Becks Haus in Attempt 6, the shot was instead used to destroy the other Becks Haus to mitigate Lag
Frame 12556 Use shot conserved at Frame 11922 to destroy Becks Haus to mitigate Lag
Frame 12586 Rotate Main Cannon here without Lag
Frame 13538 Fire Machine Gun at Submarine out of principle
Frame 13579 Delay 1 Frame just prior to taking damage from the Submarine projectile to mitigate Lag
Frame 13676 Pause 2 Frames to cause Gustafu to miss a shot and mitigate 8 total Frames of Lag
Frame 14227 Use last "extra" shot to destroy Patrol Boat to mitigate Lag
Frame 14231 Turn here to X 113 for minimal Lag
Frame 14384 Delay 1 Frame to mitigate 2 Frames of Lag
Frame 14476 Rotate Main Cannon here without Lag
Frame 14572 Destroy Waltar with a later shot to prevent a Werner 109K from spawning
Frame 14576 Destroy Waltar with a later shot to cause Werner 109K to spawn instead of another Waltar. Werner 109K will cause some damage, but there is less Lag overall.
Frame 14942 Turn here on X 91 rather than X 92 to prevent 2 Frames of Lag and 8 damage from a 2nd shot by the Werner 109K
Frame 14921 Turn and fire at Waltar here at X 98 rather than later. This will cause 1 more Frame of Lag, but it also causes a Waltar shot to miss, which saves 2 Frames of Lag and 4 damage.
Frame 14964 Destroy Waltar with an earlier shot for more favorable spawns
Frame 15546 Fire Main Cannon no sooner than here or the Sub-Screen transition will cause the shot to miss the Waltar
Frame 15601 Fire Machine Gun to manipulate shorter transition into the Sub-Screen Screen
Frame 15618 Hold Up and Press Select to enter Sub-Screen and enable B and R
Frame 15685 Hold Up and the A button and press Select to exit Sub-Screen with B and R enabled
Frame 18526 Rotate Main Cannon here before the Main Cannon projectile hits, but do not fire the Main Cannon yet. This prepares the Main Cannon for destroying 2 more turrets, and the Machine Gun fire prevents 1 Frame of Lag from the first fortress turret's explosion. This can be done sooner, but this is the last Frame on which it will work.
Frame 18535 Fire at 2nd turret here to prevent 1 Frame of Lag
Frame 18536 Delay 1 Frame here to prevent 1 Frame of Lag
Frame 18548 Fire at 3rd turret here to prevent 1 Frame of Lag
Frame 18566 Turn for 1 Frame and fire Machine Gun at fortress door, then continue forward
Frame 18619 Delay here until Frame 18621 while Iron Tank is at the correct angle to fire Machine Gun at fortress door
Frame 18886 Press Down for 1 Frame to prevent 1 Frame of Lag
Frame 18916 Fire the last shot at the door with the Machine Gun. Frame 18915 is the earliest Frame on which this technique will work, but it works with the next several Frames as well. Destroying the door at this point prevents the mobile turret's "flashing" explosion, thus preventing 134 Frames of Lag.
Frame 18953 Delay here for 16 Frames to prevent Lag
Frame 18969 Begin to hold Up again
Frame 18972 Delay here for 1 Frame to prevent Lag and to manipulate shorter transition into the next area
Frame 18975 Delay here for 2 Frames to prevent Lag and to manipulate shorter transition into the next area
Frame 19121 Fire Machine Gun to manipulate shorter transition into the next area
Frame 19124 Hold Up for 3 Frames for ideal Track Status on the first turn in Naval Base
Frame 19133 First Frame of transition to Naval Base
Frame 19229 First Frame of Naval Base
Frame 19304 Fire at Foot Soldier no sooner than here; otherwise, the next Foot Soldier will not restore any Hit Points when it is run over
Frame 20174 Rotate Main Cannon here to prevent Lag
Frame 20304 Turn to X 134 no sooner than here for minimum Lag
Frame 20343 Destroy Venglar-Rank deck gun here to allow L item to spawn correctly with minimal Lag, and to prevent some damage
Frame 20719 Delay for 7 Frames to manipulate Waltars to fail their attacks. This conserves just enough Hit Points to survive the final stretch of the Venglar-Rank area. Inglorious I know, but under the circumstances, no better option could be found.
Frame 21399 Fire Main Cannon no sooner than here to destroy Foot Soldier in addition to Becks Haus. Because of a glitch, running over this particular Foot Soldier will not add 2 Hit Points to Iron Tank without a Frame of delay, so it is no loss to destroy him thus with the Main Cannon.
Frame 21432 Press Up and B for 1 Frame to push up against the obstacle and fire the Machine Gun at the Foot Soldier. This keeps the Main Cannon in the forward position without any delay in movement.
Frame 21475 Turn here while at ideal Track Status
Frame 21487 Turn here at X 130 while at ideal Track Status to put the door in range of the Main Cannon. It is well worth the Frames required to move to X 130 rather than turning immediately at X 139; destroying the door before engaging Boss battleship conserves nearly 100 Frames compared to using the Machine Gun to destroy the door after Boss battleship has been destroyed, and conserves nearly 30 Frames compared to using the Main Cannon to destroy the door after the 1st battleship turret has been destroyed.
Frame 21760 Fire Main Cannon at the door. It is well worth the time to Destroying the door now saves a great deal of time, mostly due to the Lag that would be caused by destroying the door after the boss has been destroyed.
Frame 21908 Turn here while at ideal Track Status. This is the earliest Frame that will allow you to automatically correct your direction at X 156 using the center obstacle. Turning here allows Iron Tank to move closer to the 2nd battleship turret for a shorter shot. This also allows the final shot at the 2nd battleship turret to be fired on an earlier Frame, thus destroying the battleship on an earlier Frame.
Frame 22155 Hold Left here and move horizontally to X 108, rather than continuing Up and Left. Advancing any farther vertically will cause less desirable transition times to the next area.
Frame 22165 Hold Up for 6 Frames to orient Iron Tank for the start of the next area
Frame 22172 Press B+Up+Right for 1 Frame to rotate Main Cannon to forward position and to manipulate shorter transition into the next area
Frame 22174 Press Up and Right for 1 Frame to manipulate ideal Track Status for more turns in the next area
Frame 22235 Last Frame of Naval Base
Frame 22237 First Frame of transition to Airbase
Frame 22333 First Frame of Airbase
Frame 22443 Fire Machine Gun at Gustafu out of principle
Frame 22619 Fire Machine Gun at Gustafu out of principle
Frame 22683 Fire Machine Gun at Gustafu out of principle
Frame 22875 Fire Machine Gun at Gustafu out of principle
Frame 23545 Arrive at this corner on ideal Track Status, so hold Up to move around it
Frame 24111 Turn here rather than later to hit Waltar with Machine Gun (out of principle) and to move around the dragon's teeth
Frame 24131 Delay for 2 Frames no later than here to prevent a Yunkel JU88r-1 fighter bomber plane from spawning
Frame 24349 Turn to X 42 no later than here to move clear of the next tank trap and to prevent a Werner 109K from spawning. This must be done between Frame 24341 and Frame 24349, but turning on Frame 24349 causes fewer Lag Frames overall.
Frame 24537 Turn no later than here and allow the tank trap to correct Iron Tank's direction at X 43. This allows the next dragon's teeth to be arrived at during ideal Track Status and pushed around quickly, saving Frames overall.
Frame 24893 Fire the Main Cannon here so the door explosion causes only 1 Frame of Lag
Frame 25583 Fire Machine Gun at bomber's turret out of principle
Frame 25731 Turn here on worst Track Status to cause 4 Frames of delay, which causes the upcoming Gustafu and Becks Haus to miss their shots
Frame 26054 Turn no later than here to cause the large bomber to miss its first shot
Frame 26319 Hold Left here for 1 Frame and then resume holding Up+Left until the exit is reached. This will manipulate a shorter transition into the next area without disrupting the Track Status.
Frame 26334 First Frame of transition out of the hangar
Frame 26435 First Frame of the next map area
Frame 26716 Hold Up+Left for 1 Frame and then resume holding Up until clear of the dragon's teeth. This will ensure ideal Track Status on the next turn at X 188 to get around the next tank trap quickly.
Frame 26955 Turn no later than here to prevent any Werner 109K's from spawning in Iron Tank's path
Frame 27752 Fire Machine Gun to manipulate a glancing blow against Becks Haus
Frame 27781 Fire Main Cannon to destroy Becks Haus and wall 1 with 1 shot from maximum range
Frame 27875 Turn no later than here and allow the sandbags to redirect Iron Tank at X 123 with minimal Lag
Frame 28015 Fire Main Cannon here to destroy wall 2 and to prevent a Becks Haus from spawning. Preventing this Becks Haus from spawning here will also prevent an additional Waltar from spawning in the narrow walled pass ahead, where it could not be avoided. As such, it is not worth destroying wall 2 with the Machine Gun to conserve a Main Cannon shot.
Frame 28210 Turn here at the last possible ideal Track Status for minimal Lag from the Becks Haus
Frame 28223 Turn here at X 132 for ideal enemy spawns in the next area. It must be X 132; turning at X 131 would cause less favorable enemy spawns, and X 133 would put the Waltar on the approach out of range of the Main Cannon.
Frame 28254 Fire Main Cannon at Waltar from maximum range for minimal Lag
Frame 28491 Fire Main Cannon to destroy 2 Gustafu with 1 shot and to manipulate ideal spawns
Frame 28591 Fire Main Cannon to destroy a Gustafu and a Waltar with 1 shot
Frame 29080 Fire Main Cannon to destroy a Gustafu and a Waltar with 1 shot
Frame 29203 Turn here and move to X 76 to run over the Foot Soldier and to mitigate Lag
Frame 29398 Fire Machine Gun at Foot Soldier to mitigate Lag
Frame 29800 Delay 1 Frame here to mitigate Lag and to cause one of the "chasing" Waltars to miss its shot, preventing more Lag and conserving 4 Hit Points
Frame 29963 Fire Main Cannon here to destroy wall 3, damage the center Waltar, cause the left Waltar to miss its shot, and prevent a 3rd Waltar from spawning all with 1 shot for minimal Lag
Frame 30063 Fire Machine Gun at Waltar out of principle without causing Lag
Frame 30082 Fire Machine Gun at Waltar out of principle
Frame 30085 Delay 5 Frames here. Iron Tank will collide with and destroy Waltar on Frame 30086, conserving a Main Cannon shot at the cost of 16 additional Frames compared to destroying Waltar with the Main Cannon. The 5 Frames of delay allow time for Waltar's "core" to despawn, conserving 9 Hit Points compared to ramming straight through Waltar. These extra Hit Points will be needed to survive ramming a Becks Haus later.
Frame 30090 Resume holding Up to advance
Frame 30147 Begin destroying wall 4 with the Machine Gun
Frame 30222 Continue to hold Up until Frame 30225 (pushing against the wall) to ensure ideal Track Status through the next section, allowing for faster progress overall
Frame 30225 Stop holding Up
Frame 30226 Fire last shot with the Machine Gun at wall 4
Frame 30372 Fire Machine Gun at Foot Soldier to mitigate Lag
Frame 30374 Turn here to minimize damage from enemy fire and to run over several Foot Soldiers. Running over these Foot Soldiers both restores needed Hit Points and mitigates Lag.
Frame 30568 Turn here while at ideal Track Status to fit perfectly between the 2 buildings.
Frame 30756 Turn Up here on ideal Track Status to move into position to destroy wall 5 with the Machine Gun. Destroying wall 5 with the Machine Gun conserves a Main Cannon shot at the expense of 24 additional Frames compared to using the Main Cannon to destroy wall 5. It is necessary to conserve a Main Cannon shot to prevent running out of the L item during Area 7 - Headquarters, and this was deemed the best opportunity to do so, in terms of the Frame cost.
Frame 30760 Turn Up and Right here on ideal Track Status to move into position to destroy wall 5 with the Machine Gun
Frame 30764 Fire 1st shot at wall 5 with the Machine Gun
Frame 30820 Continue moving along wall 5 to X 108
Frame 30829 Fire 3rd shot at wall 5 with the Machine Gun
Frame 30843 Fire last shot at wall 5 with the Machine Gun
Frame 30852 Delay here for 5 Frames to prevent a Louis from spawning
Frame 30857 Resume holding Up
Frame 31006 Fire the Main Cannon to destroy both the Louis and wall 6 with 1 shot
Frame 31234 Fire last shot with the Machine Gun at wall 7
Frame 31355 Fire Machine Gun at Gustafu out of principle
Frame 31538 Turn no later than here to mitigate Lag
Frame 31629 Though Iron Tank is not at ideal Track Status, turn here to ensure that the next turn at X 123 is at ideal Track Status, allowing for faster progress overall
Frame 31730 Fire Machine Gun to manipulate a glancing blow against Gustafu
Frame 31734 Fire Main Cannon to destroy wall 8, a Gustafu, and wall 9 with just 1 shot. This saves 10 Frames compared to using the Machine Gun to destroy wall 9.
Frame 31948 Fire Main Cannon to destroy Waltar
Frame 31985 Stop holding Up and Fire Main Cannon at Waltar no sooner than here to prevent a Becks Haus from spawning on Iron Tank's path
Frame 31989 Resume holding Up
Frame 32032 Turn here toward X 127
Frame 32038 Resume holding Up here at X 127. This turn is not made on ideal Track Status; the Frames of delay this causes are necessary to prevent a Becks Haus from spawning on Iron Tank's path.
The following Frames must be executed as described to manipulate the shortest possible transition into the next area:
Frame 32541 Fire Main Cannon at fortress turret 1 at X 161
Frame 32542 Rotate Main Cannon Left before holding Up on Frame 32543 at X 162. This allows the Main Cannon to be rotated with no delay.
Frame 32543 Resume holding Up
Frame 32567 Fire at fortress turret 2 and Rotate Main Cannon
Frame 32595 Fire Main Cannon at fortress turret 3
Frame 32621 Rotate Main Cannon
Frame 32623 Fire Main Cannon at fortress door
Frame 32632 Fire Main Cannon at fortress turret 4
Frame 32634 Hold Up and Left
Frame 32640 Delay here until Frame 32641 to prevent 1 Frame of Lag
Frame 32641 Resume holding Up and Left
Frame 32707 Continue to hold Up+Left here until Frame 32708 to ensure ideal Track Status on the first turn in the next area
Frame 32708 Stop holding Up+Left
Frame 32713 Press Up+Right+B to rotate Main Cannon back to forward position
Frame 32734 First Frame of transition to Bunker
Frame 32835 Hold Up and Left to begin moving toward X 99
Frame 32836 First Frame of Bunker
Frame 32847 Turn here on ideal Track Status at X 99 to move clear of the crate
Frame 33315 Turn no sooner than here to cause Hans to miss a shot
Frame 33324 Fire Main Cannon at Hans for minimal Lag
Frame 33325 Rotate Main Cannon without additional Lag
Frame 33335 Hold Up here at X 113 while on ideal Track Status
Frame 33339 Rotate Main Cannon without Frame loss. It is necessary to Rotate the Main Cannon here to prevent causing additional Lag by doing so later, when multiple Becks Haus are on the screen.
Frame 33341 Rotate Main Cannon without Frame loss
Frame 33400 Delay here for 1 Frame to cause the next Becks Haus to fire only one shot
Frame 33512 Turn here for minimum Lag
Frame 33525 Fire Main Cannon at Becks Haus for minimum Lag
Frame 33564 Turn around corner here without Frame loss
Frame 34030 Press B to manipulate a shorter transition into the next area
Frame 34029 Stop holding Up+Down+Left
Frame 34146 First Frame of Boss Think Tank (C-Type)
Frame 34684 Turn toward X 124 no later than here for a safe path. This is the last Frame on which to turn that will also put the Foot Soldier in range of the Machine Gun.
Frame 34685 Fire Machine Gun at Foot Soldier. Destroying this Foot Soldier manipulates ideal enemy spawns. Destroying this Foot Soldier on the latest possible Frame prevents 1 Frame of Lag and eliminates the need to delay a Frame to avoid ramming Becks Haus as Iron Tank moves past it.
Frame 34737 Fire Machine Gun at Becks Haus out of principle
Frame 34766 Fire Machine Gun at Becks Haus out of principle
Frame 35070 Fire Machine Gun at Gustafu. This Gustafu will be rammed anyway, and there is no real need to conserve Hit Points here, but firing here causes no additional Lag, and why give up more Hit Points than necessary?
Frame 36258 Fire Machine Gun at Foot Soldier. Whether Foot Soldier is shot or run over, the Hit Points result is the same, so the Machine Gun was chosen for dramatic effect.
Frame 36394 Fire Main Cannon to destroy both wall 1 and wall 2 with 1 shot
Frame 36711 Fire Main Cannon at Becks Haus. Firing on this Frame prevents a 2nd Waltar from spawning as Iron Tank approaches wall 3, thus ensuring that the upcoming F item spawns properly and mitigating some Lag.
Frame 36890 Fire Main Cannon to destroy both wall 3 and wall 4 with 1 shot. This saves 18 Frames compared to using the Machine Gun to destroy wall 3 and wall 4.
Frame 36948 "I got a FVR! And the only prescription is more Iron Tank!"
Frame 37176 Fire Machine Gun at Foot Soldier to prevent Becks Haus from spawning with minimal Lag
Frame 37502 Turn here and allow the building to automatically correct Iron Tank's direction at X 139 on Frame 37531. This allows Iron Tank to miraculously move through the triple Becks Haus ambush while taking just 1 hit for 4 damage. This technique works on this Frame only.
Frame 37507 Delay 1 Frame to cause right Becks Haus to miss its first shot
Frame 37879 Turn to X 95 no sooner than here to manipulate Waltar to move closer to Iron Tank, thus opening an escape route
Frame 37978 Turn to X 108 no later than here to prevent a Becks Haus and a train from spawning for minimal Lag
Frame 37979 Fire Machine Gun at Waltar out of principle
Frame 39601 Rotate Main Cannon without delay in movement by pressing against the wall
Frame 39606 Fire Main Cannon at Hans to prevent some damage and Lag
Frame 39644 Turn left here at X 131 to cause the other Hans to miss its shots and to slip safely past Gustafu while leaving it alive
Frame 39729 Once safely clear of Gustafu, turn up and left toward X 204. 2 more Gustafu will shortly spawn. It is imperative that these 3 Gustafu remain alive until the next battery of Hans are reached, so as to prevent any other tanks from spawning for as long as possible. These 3 Gustafu will become trapped to some degree by the large trees and will generate approximately 34 Frames of Lag as they frantically attempt to engage Iron Tank, but this is still far less Lag than would be generated by the Waltars and Becks Haus that would spawn if these Gustafu were destroyed. Furthermore, the Gustafus' projectiles cannot penetrate the trees behind which they are trapped, which both keeps Iron Tank safe, and also mitigates Lag somewhat by greatly limiting the length of time that each Gustafu projectile is moving on the screen.
Frame 39916 Rotate Main Cannon to forward position to prevent 2 Frames of Lag (this is likely due to some slight AI manipulation of one of the 3 Gustafu on the screen)
Frame 40000 Because these 2 Hans are bypassed safely (purely by luck), and the Lag they cause is negligible, there is no need to destroy them. Furthermore, not destroying them also conserves Bullets and results in ideal spawns, which can be subsequently destroyed to mitigate even more Lag.
Frame 40190 Rotate Main Cannon here with no additional Lag
Frame 40241 Fire Main Cannon at Hans from maximum range for minimal Lag to mitigate Lag
Frame 40302 Fire Main Cannon at Becks Haus for minimal Lag to prevent ramming it
Frame 40303 Rotate Main Cannon here for minimal Lag
Frame 40302 Fire Main Cannon at Becks Haus for minimal Lag to mitigate Lag
Frame 40361 Rotate Main Cannon back to forward position here with no additional Lag
Frame 40566 Once clear of the mine, turn toward X 193 on earliest ideal Track Status to place Iron Tank in position to hit the first turret of Boss Headquarters fortress. Navigate those mines like a champ!
Frame 41206 Fire 1st shot at first turret of Boss headquarters fortress
Frame 41220 Fire 2nd shot at first turret of Boss headquarters fortress. This 2nd shot must be delayed after the 1st thus to prevent it interfering with the 1st shot.
Frame 42517 Last Frame of input
: Claiming for judgment.
: Replaced submission file with a one-frame improvement.
: For a player's first submission, this movie is of very good quality, and obviously a lot of effort has been put into it. However, the end result is seen as a bit slow or repetitive at times, and it doesn't seem to have what it takes in order to deserve a Moon. Accepting for the Vault.