Emulator used:
snes9x-improvement9
Let the game load until title screen before playing the movie, for this game snes9x needs to initialize or it will desynch.
Time comparison
field # | time (s) | saved (s) |
---|
0 | 6.02 | 1.33** |
1 | 8.27 | 0.70 |
2 | 5.95 | 0.92* |
10 | 2.88 | 0.03 |
11 | 5.03 | 1.27** |
12 | 1.02 | 0.05* |
36 | 4.27 | 0.28 |
52 | 12.28 | 0.77* |
55 | 5.68 | 1.42* |
misc | 55.02 | 0.05 |
total | 106.42 | 6.82 |
*indicates in-game time unit saved
misc = start menu + time between levels
Categories:
- Aims for fastest time
- Uses warps
- Genre: Platform
- Genre: Puzzle
Useful links:
Suggested description
The previous published movie's description was good, except I think an explanation of the blocks should be added: "The rectangular blocks in the later levels move by force applied to them, not by timer."
Thanks
- Blechy and Bob Whoops - providing great base runs to work off of.
- Blechy - making some maps and teaching me how to make maps too.
- Nitsuja - for his level 1 demo (I used something more similar to it this time) and his work on snes9x.
- Boco - showing us the game in the first place.
- Wanikun, speed runner of the game - used an alternative method for field 11, which used a new glitch. Ultimately this is what inspired me to start this run, ironically this glitch was not used.
Umihara Kawase has many possibilities. It is difficult to optimize, but that is not why the rerecord count is so high, it is more because the sheer number of ways of doing a level, finding them and tweaking them to see which is the best. I can only hope I have found the best way of doing each level, but it would naive to think so.
Please enjoy!
Bisqwit: Accepted for all good reasons.