Bionic Commando TAS 100% "all items" by zed_shift in 18:32.8
Made with BizHawk ver. 2.9.1
This is a tool assisted speedrun of Bionic Commando following the speedrun.com rules for the 100% category. This improves the previous record by about 54 seconds.
This is my first TAS. I made it first as a theory TAS in an attempt to optimize my route and better understand the game mechanics.
This run uses all the same glitches as the previous run and more. There are minor improvements throughout the run and a significant time save due to the barrier skips in area 12. There may be methods to further manipulate the game by leveraging sub-pixel values or something else that is beyond my understanding. Until I have that knowledge, this is as fast as I can make this route.
I would like to express gratitude to all those who support and contribute to the community. I relied heavily on McBobX's 100% run as well as the any% run by nEilfox, Alyosha & Challenger. I spent many hours meticulously progressing through each frame of their videos as I sought to optimize. Your work was vehemently appreciated. Thanks to everyone who plays bionic commando and to anyone reading this.
Enjoy.
-zed
Samsara: I've replaced the input file with a version that trims all of the blank input from the end.
nymx: Claiming for judging.
nymx: I've been mulling over this run for a while now. During my initial comparison, against the previous run, I saw issues that caused me to slow down with analysis of this run. Some of those issues were that areas are slower over the previous run. I had to step away and come back with a fresh new look at this, especially after having a private conversation with a staff member. Coming back to this for a second round, I still see that some areas are not up to snuff, BUT!! I'm chalking it up as a problem of RNG that gave the author fits on keeping up with the previous. Whether or not this was the issue, it appears to be the case. One instance, I saw an enemy on the end of a stage that didn't exist on
McBobX's run. So this supports my argument that it must have been hard to maintain the entire run's optimization, as previous.
So the run is overall faster, due to new techs and routes. Most of the time, runs are usually able to keep up with older ones...but I can think of a number of games that I've obsoleted where some areas can't be kept as fast, because you can't afford to delay too much movement in order to keep ahead.