It's faster, that's for sure. The old run is garbage af, I did reroutes back in 2014 and until now noone had obsoleted the old run. What?
Game objectives
- Emulator used: BizHawk 1.12.0
- Minor glitch abuse
- Takes damage to save time
- Manipulates luck
This run improves the
published run by 2502 frames. Mainly due to better combat by manipulating luck and minimizing the use of switching characters. Another big improvement is a route change in level 3 and 4. Some improvement on movement were also made.
Lua script
Tricks and Gliches
Movement
The guy moves at 0.75 px/f, the girl 0.875 px/f, jumping is 1 px/f. Jump height is constant, rooms can't be exited while in mid-air. Shooting on ground stops movement for one frame.
index | movement | shooting immidiate[1] | shooting delayed[2] |
---|
1 | d | d | l |
2 | u | u | r |
3 | r | l | d |
4 | l | r | u |
[1] pressing shoot button on same frame as dpad.
[2] pressing shoot button after dpad input; only girl, for guy it's the same effect as immidiate.
The input with the highest precendence will be used to determine the direction the character will move or the direction of a prjectile. The fact that that movement and shooting delayed are different let's one shoot in mid-air left or right while going up or down and left while going right. But that only works for these three case, not for other, because the subsets of movement and shooting delayed need to be a inversion of each other to make this trick possible.
Walking through walls
Simple positioning, but it's only possible to walk through 8 pixel wide walls.
Standing on level spikes
They don't hurt if the character isn't moving. Note that there're also an object which are spikes, that trick doesn't work for them.
Positioning for next room/level
X position or guy when entering a new level is left from center, for girl it's right from center, Y position is the same. Subpixels get nullified. When entering a new room positions and subpixels carry over.
Luck manipulation
RNG is called by killing objects. Delaying frames before entering a room can change the initial condition of the enemies.
Stage 1: Field
The weapon upgrade is picked up with the girl. Switching is to time consuming in the long run. The guy picks up grenades for better combat.
Stage 2: Jungle
The boss battle is ended with the guy to have a better position for the next level
Stage 3: Cave
Picking up a health kit wastes one frame. Damage boosting of spikes is useless as luck needs to manipulated by killing the bat in the next room for the bat in the next room. The boss sets it's actual health after some time, attacking it prior to that has no effect.
Stage 4: Fortress
Ultra long level, nothing interresting happening.
<Explain here things the audience would probably like to see> A rejection
<Explain also things that could be improved in your movie> Everything
<You may also suggest screenshots.>