-recorded with Snes9X v1.51
-takes damage to save time
-aims for fastest time
-abuses programming errors in the game
-manipulates luck
General comments:
- Billy used because he and Jimmy have longer run attack range and more effective jump attacks
- I never use punchs because they take too much time and because only the last hit in the punch combo counts as a "hit," whereas a run attack or jump kick always counts as a "hit"
- turbo feature used at certain points
- I never use poles because then I can't jump kick
Stage 1:
- used a run attack trick on hanging enemies
- ending move used against hands
- avoided grabbing the laser robots
- run attacks followed by several jump kicks used against Abobo
Stage 2:
- luck manipulated at the Doormen of Doom to have dynamite thrown in convienient directions
- bonus pods cannot be missed deliberately to save time
- again run attacks and jump kicks used to defeat the boss
Stage 3:
- "reverse wall walk" glitch used at certain points for entertainment purposes
- for some reason beyond my comprehension, a glitch occurs causing an electrical blob to appear on screen constantly even after the point where the blobs normally stop appearing
- luck manipulated so that at the end of the falling junk section, there are no pieces that would block my way
- another boss battle quickly won by run attacks and jump kicks
Stage 4(This was SO hard to tas):
- only stage where damage is taken
- turbo feature used
- during the pods section, at the end of each set, the rat ship doesn't go to the next set of pods(or the UFOs) until the last pod in the set is destroyed either automatically or by the player.
- luck manipulated to prevent the UFOs from shooting me
- damage taken during the "side pellet guns" and "small pellet gun" sections to maintain a steady stream of fire
Stage 5:
- sections with ninjas very hard to tas
- after defeating the last dynamite guy, I make it look like I'm trying to blow out the dynamite
- jump kicks used to defeat Robo-Manus
Stage 6:
- if I wait or move away from the enemies, it is deliberate to put them in convenient places to jump kick them in order to use the ending move on them or put them in convenient places
- the section right after the twin walkers may look slow, but due to the game's poor programming, the poles can be picked up even in midair, limiting my jump kick capabilities
- run attacks and jump kicks used against Shadow Boss
Stage 7:
- run attacks and jump kicks used to defeat the laser robots
- after the hand is defeated, the screen must scroll a bit in order for the Dark Queen to appear.
- run attacks and jump kicks used to tear Dark Queen apart
This is my first tas ever and it is of one of my all-time favourites. I hope all who watch this tas enjoy it!
mmbossman: Edited for cleanup of stage lists and formatted text.
Because I feel that a two-player run would be faster and more entertaining, I am cancelling this submission. I am going to be busy for the next while, so don't expect any new submissions from me right away, let alone of this game.