This is a homebrew demo of a GB port in 2015 from the creator of Gunman Clive which was released on many platforms. This demo only contains one level because the developement was way too long for the author and there's no plan from him to do more on it. The ROM is freely available on the official site of the author.
Game objectives
- Finish the level and have the "Stage Clear" appearance as fast as possible
- GBA mode for the purpose of Console verification
Mechanics
Velocity & Acceleration : Your velocity goes from 0 to 38 on the ground. If you have to jump during the acceleration, you'll delay the acceleration and lose time, so at some points in the run when I'll have to, I'll jump as late as possible to waste as little time as possible.
Platform Boost : At the end of a platform, you can jump from under it to gain a little boost which will save 1 frame each time.
Screen 1
On the first high jump to the case, just after the first platform boost, I decelerate to not touch the platform in front of me to not have then a velocity of 0 and having to reaccelerate from 0 at the top of the platform and so not lose time.
Later on, On the jumps where I need to turn at the middle of my jumps, I do a platform boost to arrive on the little box and I jump as soon as possible from it to the platform on my left while on the last jump I do it as late as possible to re-accelerate to the right as soon as possible.
Screen 2
I need to kill all 3 ennemies there for the door to open, If was faster to not make a platform boost there but like before the jump on the box as soon as possible and the last jump to kill the last ennemi as late as possible.
Screen 3
I make a platform boost at the beginning and then nothing much until the end.
On the last frame I jump to delay the deceleration and so I stops inputs as soon as possible while having the "Stage Clear" appearing as soon as possible on screen.
Addresses | Notes |
---|
0424 | Velocity |
0420 | X position mini value |
Potential improvements
I didn't find any glitches in the game but if we find a way to clip through surfaces, there would be a potential big timesave.
ThunderAxe31: We usually don't accept prototype versions, unless it's significantly different from the release version... which doesn't exist for this game, and the original developer doesn't seem to be working on it anymore.
The game itself is very simple, yet there is enough optimization to perform there and there, that makes it worth as a TAS record. I also want to note that the author decided to aim for real time completion, instead than shortest inputs.
With that said, accepting for Standard.