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Well, it's due to the invulnerability you get from taking damage just before. This makes you blink every 4 frames but that effect is sometimes not viable if you watch the run via the youtube video (you lazy ol' fella :D)
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Getting hit while on ground makes you regain control faster.
I do make the start boost trick at those levels but at the last frame; and since the animation lags one frame behind the controller input, it's not viable.
As getting hit slows you down it's only worth it if you can cut a significant amount of distance with it, and in world 3 I couldn't find another such spot.
The shop music was a surprise to me too as didn't notice it until I played back the run because I had frame advance muted :)
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So far I've gotten that if your y-subpixels are between 201 and 235, then you will survive if you just hold left all the way, but yeah the odds of this is only 35/256; you have a nice 24 frame window to pull it of though. It'll be hard to do further analyses of strats that can consistently be pulled off in real time, but if you have certain interval for the number of frames you push left I can quickly check if there's a consistent pattern for these.
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If you can tell exactly how many frames after the level wrap you start holding left, and for how many frames you hold left I can give the likelyhood of it to succeed. And FYI only the y-subpixels are variable here, x-subpixels reset after a level wrap.
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Unfortunately there's no way to make this consistent in real time. In order to land on an enemy right below a layer of sand you must cut through the first 3 pixels of the platform right above, which becomes a subpixel story when falling from one sandblock above. Your y-subpixels can be of 16 different values and in this particular case only the 4 lowest ones (while standing on the block above) make you cut through the below sand block, so there's 25% chance to pull it of - if you don't hold the a-button while falling, otherwise the chance is even smaller.
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I never started a 100% run but I tried out that particular level just now:
http://dehacked.2y.net/microstorage.php/info/793045876/MC%20Kids%20%28U%29Level2.fm2
Taking dammage at the start doesn't save time as the speed-management works quite strange in this game. Any value between 121 and 127 makes you move at the highest speed. You obviously would've noticed this though, as you only did a quick test.
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There is, but I don't know how feasible it is in real time. The Beezos spawn according to a global timer that only counts up when you're at places with Beezo swarms (such as in 2-3 and 3-1). Maybe you could wait a little at the end of the swarm in 3-1 (for a certain Beezo to appear as a reference, for instance) and use that to always manage that jump, if it doesn't cost too much time.
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Nice to finally see an up to date TAS of this game. Big kudos to you for making it and such a great work it is.
I only got 1 question from watching it. At the Spark Man revisiting stage in the second room where you climb up the ladder you shoot the enemy from the ladder instead of falling off it first in order to avoid the long throwing animation. Was that faster? I'm quite sure I tested that shooting the enemy while in air beat that method, but maybe you found a way to make it even faster?
You turn around for a frame when the enemies you want to purge have just entered the screen, if I remember right.
Seems to be horizontal underflow, that is the bullet wants to have a negative position when leaving he screen to the left which doesn't work and gets a very high horizontal position on the screen instead. This was new to me as well.
Top Spin is the only weapon that can damage him with the shield up. Something I didn't know when making the previous TAS.
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I grab the second vine 1 frame faster here by that subpixel thing.
Yeah, that's a good old strat. It might work to advance quite a few ingame frames without losing time on the falling bridge, which I guess you've thought about already.
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I thought you might have, after having better understanding in the physics. Though position 896.128 is better since you'll grab the next vine 1 frame earlier (frame 913).
Somehow it should be possible to manipulate the bosses without losing time. In the moon level I remember being able to do so to the rat boss by playing the level up til that point a little different but always getting there at the same time. I suppose you can spot what variables the boss pattern depends on in the code?
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Got to the first vine 1 frame faster here. In this and similar cases, test what exact pixel you need to be at in order to hit an enemy (vertically in this case), then try to position yourself so that you're as close to that pixel as possible at the frame before you would hit it.
EDIT: Ok, apparently the last part of the input wasn't recorded. Here is the full one. Notice that I didn't left the wall above the plant with the best x-subpixels in order to grab the vine with even better subpixels. This might make you either lose or gain time later on so try the other subpixel pattern as well.
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Nah, that's a common thing which I did already in 1991 I think. It sometimes happens when you have the cane jump animation after beating a stage, don't know what causes it.