The movie is starting and loading the demo of the game and use the code (7-4-4-3 2-2-4-1 1-2-2-1 with this code you get all weapons,tanks and hearts. Also on this romhack the weapons has a lower use and levels are more harder, i-frames on bosses are more longer. This movie uses a lot of carpet glitch which consider of to do a phantom grab to spawn a platform.
Game objectives
- Emulator used: Snes9x 1.60/ lsnes rr2 beta23
- Password Glitched
- No Hadouken
Storm Eagle
Pretty good stage, can be better at start using another weapon instead of Missile.
Sigma 1
Carpet was decent,Kuwanger skip is not possible thanks to the design which you cannot grab the leader at the left but loads the boss either both sides is just not possible (right side goes offscreen)
Chameleon Stage
This stage is excellent cant say any other thing about.
Sigma 2
Includes a faster carpet than my old TAS of Hard type,Penquin RNG was unluckily bad hard to manipulate to not make him slide,Bosses fights were excellent except Penguin and Rangda.
Sigma 3
Good stage,Chameleon 1 Hit KO is not possible on this version of the romhack (me and burnerfreak we couldn't find why it doesn't happens in this version.
Sigma 4
Only if I did not used the Thunder weapon wall sigma fight would better,had to charge 2 Pink shots which is not worth.
Intro was neat but I discovered after this TAS that if you use Shield on the Blue Guy saves more than getting the hit and cars can be a bit better.
Other comments
Would like to prove a lot more on Sigma Stages.
Samsara: File replaced with a spiked version to reflect the real time of the run.
Execution is visibly suboptimal throughout the beginning of the run. This is very clearly RTA input, most likely with some slowdown, but I'd wager no less than 25%. We expect our published runs to be as optimized as possible using frame advance and a liberal amount of re-records to ensure that they are at least
tough to improve. Oversights on a frame-by-frame level are acceptable, guaranteed even, but I can tell just by looking that several seconds can be saved on the intro stage alone just by tightening up the execution. I imagine better planning overall could save several more. I've gone ahead and
proven that theory with over 15 seconds of improvement by the time Vile grabs X.
Furthermore, I have an issue with using the
password glitch for this hack. The main issue is that it skips a majority of the hack. When we showcase a hack, we want it to actually be showcased in a way that differentiates it from the base game. Using a glitch to skip several stages doesn't quite make sense to me here, especially given how different the level layouts are. I'm aware the reason is likely just "fastest completion under any circumstances", but it comes at a detriment since about half of it isn't even touched. The second issue is that the main draw of the published password glitch run is removed: You are given the dash upgrade automatically at the end of the intro stage, so it actually can't be skipped in this hack. There's a possible third issue in that this run goes for the helmet and body upgrades when they don't appear to be necessary. It's possible the hack does a check for them at some point in the Sigma stages, but it isn't immediately obvious to me if there is.
Rejecting for suboptimal play and poor goal choice. I believe the hack is unique enough in terms of level layouts to be publishable, but any future TAS would have to be done without the glitched password.