I would like the author to comment on movement optimisation, as the movement seems really complex from a TASing point of view.
<Brushy> The movement seems to be really hard to optimise and it just somehow doesn't seem to as quick as possible.
<Brushy> I'm not sure how the movement works in that game though, so it might all be just in my mind.
<Brushy> And by being not sure, I mean that I don't know a single thing about that game.
<KennyManZZZ> Movement in Ikachan is very atypical
<KennyManZZZ> You use a total of three buttons for movement
<KennyManZZZ> Left, right and Z, which is the "swim" busson
<KennyManZZZ> *button
<KennyManZZZ> Each press of Z propels you slightly in the direction you're pointing
<KennyManZZZ> So each time you see a bubble emerge from the sprite, that's one press of Z
<KennyManZZZ> It's practically impossible to do precise movements
<Brushy> That much I figured out.
<KennyManZZZ> And if you go fast in one direction you'll have a ton of momentum when you want to move in another direction
<Brushy> Yeah.
<Brushy> So it seems that it is really difficult to optimise your movements.
<KennyManZZZ> Yes.
Brushy> I don't think 2871 rerecords are enough to optimise a game like that, unless you know exactly what you are doing all the time.
I'll refrain from voting until the author gives a little insight to how the movement works when TASing and if he was able to fully optimise it.