This uses unlocked boss character to speed up the run, i will still try 2 more characters, but i don't have any hope they're better than lillymon or duskmon EDIT: Gabumon became faster than lillymon lol
For character exclusive mechanics, you can short hop and teleport repeatedly with duskmon to cause damage and reposition yourself the only problem it's actually RANDOM where he spawns, he usually tracks enemies or items, but the more enemies you have the less consistent you can repeated teleport. You also need to touch the floor again to reuse your moves and that includes the teleport.
CoolHandMike: Replacing file with new file that Kusoge provided that ends file more clearly than on a score screen. Also had to truncate the new movie file further since the movie file ended about 70 frames after what should have been the last input.
CoolHandMike: Optimization looks ok and verification movie works correctly.
This game has an unusual branching system that is reminiscent of Darius Gaiden.
1. Player can jump to different paths to reach different endings except for the top-most and bottom-most paths.
2. Enemies are not exclusive to paths except the end boss.
3. Stages are not exclusive to each path.
A single differing fight should not make a whole different branch. Furthermore these branches do not have exclusive bosses with the exception of the top and bottom paths. An argument was made that these branches are similar to Megaman Powerfighters but in that game each route has different bonuses and different exclusive bosses giving different powerups except for Wily's castle's bosses. The stages themselves and the enemies in them appear in other branches in this game. There are no different endings upon defeating a different ending boss here. Beating them only unlocks them. Having six different branches for each boss both for each Hard and Easy difficulties alongside whether it is a savegame or not along with other potential branches like 100% is an excessive number of potential branches. For these reasons having boss specific branches for this not suitable for Standard.
With the current rule change accepting both Hard and Easy this means Hard is acceptable to Standard. This Hard setting is chosen on the character select screen. While the word "Hard" appears on the branching paths it is to hint to the player the overall difficulty of the path. This means that this game was selected to be Hard, but easier and faster "tree" route selections exist. Accepting this as "Hard, savegame" for Standard is not possible since this chooses a longer path while faster paths are known to exist.
Because of these points this submission is acceptable only for Alternative. After looking at some votes there are several Meh, but without any "No"s. Not having negative feedback should satisfy the entertainment requirement.
If this game had credits that played just getting to them would be sufficient, but this game does not have credits. Killer Instinct needed to get to the credits, but here a point has to be decided for when a viewer would know that the game was truly complete. For cases like this without credits generally judges discuss it and decide what would be a clear ending. In this case that getting to that ending point of the cutscene point was decided.
Accepting to Alternative "Longest Path".
Congratulations!
Note: This tas should have the added tags:
Starts from a saved state or SRAM
Uses hardest difficulty
Note: Letting the game save again after the final cutscene for Duskmon will cause desyncs. If that happens then must run the verification movie through again, and then the submission movie.
fsvgm777: Just a quick note, the verification movie relies on a clean save file that's already present (i.e. you have to run the game once to generate it).
Anyways, processing.