Submission #5277: Hetfield90 & StarvinStruthers's GB Jurassic Park Part 2: The Chaos Continues in 23:20.04

Game Boy
baseline
BizHawk 1.11.8
83621
59.7275005696058
16389
Unknown
Jurassic Park Part 2 - The Chaos Continues (USA, Europe) (En,Fr,De,It).gb
Submitted by Hetfield90 on 10/30/2016 8:16:29 PM
Submission Comments
GB Jurassic Park Part 2: The Chaos Continues TAS in 23:20.04 by Hetfield90 and StarvinStruthers. Emulator used was BizHawk 1.11.8.

Goals

  • Aims for fastest time
  • Takes damage to save time

Game Info

  • This game is about a mafia hitman who somehow gets lost in Jurassic Park.

Run Info

Zone 1-1

  • In this stage you're gonna see the protagonist basically run to the right and then he's gonna JUMP N SHOOT!

Zone 1-2

  • The only underwater movement controls you have are left, right, and jump, so movement options are fairly limited.
  • You have to collect all the books to open the door at the end of each stage. How or why it works like that is beyond my comprehension.

Triceratops Zone

  • The rifle has a 12f CD compared to the hand grenade's 21, so even though individual hand grenades deal more damage, the rifle pulls way ahead on boss DPS. Though it is worth using 1 grenade for the last hit of each cycle.
  • You can only have 2 shots on the screen at any given time, so it's impossible to utilize a full screen doppler effect.
  • Getting a frame perfect suicide on boss kill sets hp to 0, but then the protagonist is resurrected by the victory animation. Taking damage in the subsquent stage would overflow hp to achieve effectively infinite hp, but there isn't anywhere in the run where this trick even saves time, so health is refilled back to 1 at the first med kit.

Zone 2-1/2-2

  • Spamming down at 30hz before turning around after picking up a book etc is a an effective tool to adjust X-axis subpixel so you don't overshoot it.
  • Zone 2-1 contains the 1 mid-gameplay lag frame of this entire run. See if you can spot where it is!

Pteranodon Zone

  • You can't aim up or diagonally up while airborne so you're limited to staying on the ground during this fight, making any sort of doppler effect strat impossible.

T-Rex Pursuit 1

  • I'm not really a big fan of excessive rhythmic playaround, but I couldn't think of anything else to make this autoscroller less boring than watching paint dry.

Zone 3-1

  • Auto Park Part 2 - The Scrolling Continues

Zone 3-2

  • Whatever the underwater enemies on this stage are called, they take too many shots to kill so it's better to just avoid them.

Cephalosaure Zone

  • Subsequent cycles don't begin until the two adds are dead, and since it takes so long to swim downward, sometimes you have to get less hits on one phase if it means you can greatly expedite killing the two adds.

T-Rex Pursuit 2

  • Why is there a second one of these? I don't know.

Zone 4-1

  • For some reason the bassline in this stage's song is making me have deja vu.
  • How high you jump before going over a ledge can adjust how the enemies spawn down below, which is sometimes more beneficial than approaching the ledge at terminal velocity.

Velociraptor Zone

  • Same basic strats as in previous boss fights.

Zone 4-2

  • You can despawn the final elevator by jumping high enough off of it to make it come back up quicker to reach the end of the level.

T-Rex Zone

  • Holy f*cking sh*t, it's a dinosaur, jesus christ, what the f*ck!

Screenshot Suggestion(83262)


Masterjun: Judging while shooting giant circular objects towards prehistoric creatures.
Masterjun: Before watching I was skeptical about the entertainment in a run of this game. However, the gameplay is actually really fluid and the run shows off many things we want to see in a TAS, such as silly last-frame jumps and entertaining music syncing in places which are otherwise boring. This run also looks very optimized, so it's overall a high quality TAS.
Accepting to Moons.
fsvgm777: Processing.
Last Edited by adelikat on 10/19/2023 2:26 AM
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