Great work Dooty! Really enjoyed your improvements and the amount of creativity used in the TAS routes. The new time is about 4.5 minutes faster than my best splits in real-time... time to work on re-routing a bit!
In response to some of the other comments in this thread:
-Most of the glitches are covered in a series of videos by several spanish-speaking players on YouTube. The videos for the glitches in particular are
here and
here. The useful glitches are documented further in the Metal Warriors thread.
-Unknown glitches that would possibly benefit the run currently include an infinite damage glitch with Ballistic (shown in the first video above), operating the ship and mech in Stage 3 at the same time (second video above), and being able to skip some text occasionally (as shown in one of
my runs at 16:08 in the video). We've tried to replicate these, but they're not well enough understood at this time.
-There's a lot of known ways to improve stages, but no currently known mechanism to achieve them. Examples include Stage 8, where you could potentially zip all the way to the exit if there was a way to clip into the wall. In stage 9-2 the loading zone for the exit is the entire top of the stage, so any way to get to the ceiling in a mech will end the stage much sooner.
-There are a couple of other glitches that have not been explored to their full extent, particularly for memory corruption. For example, I've had real-time runs where the text on stage 2 does not close and writes the last character to the screen endlessly, and eventually the screen goes black and crashes at some point after. Also, graphical corruption occurs when some effects occur (Stage 5 gun, switch glitch), but longer lasting effects can occur if the player pauses just as a text box appears or if two or more text boxes appear at the same time. This may or may not be related to a similar glitch where the game softlocks if the player advances past a text box that also carries a change in the current music track. Last thing, some text events can be overwritten with others. The biggest example is in Stage 3, where the text trigger for moving the ship overwrites the trigger event for failing the mission. This may be useful in some other ways, or possibly to produce a wrong warp or other effect.
As it stands, the TAS is very optimized and I commend Dooty and pushing it this far. I'm amazed it was able to get below 15 minutes, and I hope there's some future interest in this game for even more glitches and better understanding of all the triggers.