I agree partially to Sgrunt's criticism.
I don't have a slightest clue how those misses appeared in the end of 6th level. They don't affect the frame count because of the scrolling part after the boss but those misses indeed appear to look very stupid (the error would be annoyingly easy to fix), if attentive watcher notices them. I watched the complete run many times (a few times with reduced speed) but still didn't notice them. This should be the only case where I clearly miss. In other situations misses are because of overkill and the mentioned go-through-glitch/feature.
At the long part of the end of 3rd level ship stays most of its time still. With this wanted to demonstrate bad level planning. Perhaps this wasn't really a good idea for entertainment value. I still would have used the similar drone-shield tactic though but I had situated the ship in the middle of the screen like in the first swarm.
I watched the run once again and only found one major still part. Before the 2. boss of 6th level I could have waited later to set up the drones and started charging. I already agreed that level 3 might have been better to done differently. I think that the third longest stand still is in between the laser animations of 4th level. I still agree that certain hyperactivity would give a good touch for future runs.
I never intended to kill enemies as fast as possible because that would lower the entertainment value. Only the last enemies before the bosses were killed as fast as possible. With the exception of 4th and 6th level because in those levels it doesn't matter because of the scrolling parts at the end.
As I mentioned at the commentary, this was more or less a learning process. The original run was completed with the newest Snex9x 1.52 rr, that doesn't support lua. I started practicing lua using and the editing was completed with the current emulator that supports lua. Without lua It's extremely difficult to compare weapons properly. I made a test run to the 1st boss of the 6th level with every weapon (with every levels) and made a chart. The weapon suggestions are based on that chart.
I agree that the run has much to improve but I still don't think that it should be rejected because of them. The wrong weapon selections cost maybe about 30 seconds but because of them this run is completed in manner that will be genuinely different from later runs.
I'll try to make the better run later his summer if anyone already hasn't made one. It'll be much easier to make a polished run when there is a base that could be used as help.
Keep the criticism flowing to help to improve the next run!