Comments on the last file:
Illegal Weapon 3
-don't forget to boost jump, when you reach him
-I did not need to manipulate him, to shoot the slow missile, but since he doesn't attack before you reach his screen, I guess this can be done by varying the frame you arrive
-I redid him as I realized that I can get the banana in Fun Forgiven with nearly no time loss. getting hit and getting the banana saves appr. 60 frames AND enabled me to get the SBP without timeloss :)
Fun Forgiven (buggiest level until now)
-don't stand on the shaking platforms, or you can't time your jumps due to missing floor contact
-the Molochs cause glitches, but only killing ones, or make it unable to step on the lower part
-I don't know, if it is only here, but falling from higher places reduces your speed when contacting the floor. I could not find a way to prevent this
-shoot the buzzsaw, when descending, to save time when climbing the wall (credit goes to arrow)
-Tarot's first form, like Sparky, has no invulnerability time, making it possible, to hit the balls into him several times in a row. Unfortunately, I have to delay the last shot, since a bug would cause Tarot to swing around invincible, making it impossible to proceed. Interestingly, I had to wait, until the first ball I used, made a full turn. Might also just be a coincidence.
-when changing to the second form, I have time to use the sleep head (which looks cool, due to Headdy's yawning). Since I don't need that much HP later on, this makes the previous banana unnecessary, what I didn't include in the movie, due to laziness, sorry
- Tarot's "sunrays" don't hurt Headdy.
-I shoot Headcase twice to prolong the Spike Head time, which actually was not necessary
-at least for climbing I recommend the RAM viewer, to check the vertical speed. When you contact the wall ,you have to be much slower for the next pull to get max boost. However getting some distance (I tapped left about 3 or for times, it depends), allows to make the next pull for max speed earlier
-could not boost jump the first venus trap (at least 50 tries)
-bug: when performing the spike head boost, the blocks sometimes suck you in. Prevent this by varying the input by some frames. I could not find a way to use the bug
-since the hangmen only appear when they are onscreen, which is to late, I could not boost through here as expected
Vice Versa
-the vertical speed is maintained when turning the level. remember this, not to get stuck in the walls
-the protection head seems to be the fastest method to push the blocks, additional head shooting did not speed it up. however, sometimes the shield does not hit the box (bug?), after turning the level. Shooting a box first, "reactivates" the shield's ability. The shield can even push the block, while walking on in, saving much time
-credit for the last blocks technique, again, goes to arrow (I cancelled the head to prevent to last block to be pushed off)
-Sparky needs a LOT of planning (thus not perfect). Hitting him with two balls, deals double damage, but I really don't think it is possible to hit him with three balls at a time. You can sometimes prevent him from shooting, when you pass him, but I didn't find out how. The balls can be stepped on and moved, when they lie on the floor. The best strategy until now, is to use two balls, which hit him on the same side. This causes them not to fall apart and use them for the next hit
-don't forget to change the level (If necessary) when he crashes down, to not waste time
Twin Freaks
-sorry for the boring fight, but there is not much to do
-you can touch the boss without being hit (I actually let him push me though the level)
-I run out of ideas for victory dances before damage calculation. maybe you know something :)
Fatal Contraption
-autoscroller -> no way to speed things up except for:
1. route splits: the right route is always faster (first one: 8 frames, second one: app. 60 frames)
2. standing in the middle at the end of the level (far right or left wastes 2 frames)
-I did not know about the speed differences at the first junction first, however, although I'm a big frame save enthusiast, I'd still prefer to take the left route, if it is impossible to get both secret points, when going the right route, since this task, which was thought to be impossible, is the only highlight in these two rather boring levels
-to keep it suspenseful, I try to pass most passages at the last possible moments (causing a little warp) and play with the rather sloppy collision check of the spikes
Far Trek
Although being hard, when played normally, this level is boring as hell, when being tased.
I make some difficult jumps, play some jumping games with TB, etc., but did not spend much time here. Maybe you have some ideas to make this autoscroller more entertaining :(
-DON’T FORGET to make a statesave before leaving the level, since the only way to manipulate Dark Demon's first attack, is by varying the frame you exit here
Finale Analysis
measuring the time from the appearance from one item circle to the next, the attack times are:
Time, Attack, Colour of Ball
1273 frames, Crushing Wall, Orange
963/1012 frames, Green Spikes from below, Green
792/802 frames, Electric (?) Wall with yellow balls, Blue
727/>1700 frames, hopping or flying creatures, Pink
722 frames, big bad ass blast, Flashing between the above colours
(destroying everything as fast as possible/doing nothing)
This means the fastest method would be to have 7 big blasts. Since we neither have so much health nor, that much luck, I suggest to go with the hopping and flying creatures (Hammer Head required). They also offer the possibility to manipulate the next attack, by destroying the last one on a later frame. This leads to the strategy to manipulate DD to make the big blast attack, leading to another blast (if HP allows it) or to the creatures to allow further manipulation.
There are sometimes fluctuations of app. one two three frames, sometimes caused by hitting DD or taking a head. Unfortunately, the big blast attack is the most unstable (which means, I checked at which frame I have to hit the last creature to get the blast, but then, when took a head, DD changed to the blue, apparently the most stable). Besides the moment you hit DD does not influence the battle speed.
IF, it is allows to end the input here, I suggest taking the super or warhead, to end the movie before the last strike.
If not, the last inputs necessary are: start, after point calculation at credits and the numbers at the panel.
Total Time:
last hit: 122383 (34 min)
panel: 184331 (52 min)
@arrow: I tried to reproduce your glitch at the panel and apparently it only happens, if you Press C one frame before you can enter the first digit. This makes your already highly impressive speedrun even more unique :)
@Raiscan: ^^ Right!! How could I forget him! I bet he even has nightmares of himself :)
Thanks for the info about the renderer. Looks so much better (except for pixel perfect tasing).