1-1-midboss has been redone, finally beating the human record. This took a whole week of work, figuring out the very complex route and creating by myself one much riskier TAS route. I can say with certainity that this is one of the most complex segments in the entire TAS..
https://youtu.be/EVlaMytJR1E
2834 frames, 5046 rerecords.
This gets 450 hits at the miniboss and 4 781 670 score, compared to the 442 hits and 4 71X XXX score of the world record; a large difference this early in the game.
The game starts with Ship-A and Exy as our doll. Ship A is chosen due to it being more expert-friendly (more narrow shot, but moves faster, which is crucial in scoring). For the doll, there are three dolls: Shotia, who has a stronger fast shot and the largest number of bombs; Leinyan, who has a stronger laser and a little less bombs and Exy, which has both a strong laser and fast shot but only one bomb. In this case, Exy (which is a worldplay on Expert) is obiviously chosen, due to her advantages, we won't be using any bombs in the game, due to them reducing score.
You might wonder: what is a fast shot? Fast shots are done by tapping the shot buttoon, while the laser is done by holding down the shot button. There's a glitch related to this, which I call hyper shooting; shooting every other frame will reproduce the first frame of the fast shot, which shoots a volley of missiles. This means you can shoot a volley every 2 frames! (Well, as much missiles as the game can handle on screen: at some point, you are forced to wait for the other missiles to disappear, which is why I get so close to enemies I want to kill.)
However, we only use hyper shooting against normal enemies. Why is that? This requires an explaination of the score system. You see, each enemy has a base point value, which is then multiplied by your hit count (the big number on the top left of the screen.) The reason why I chose the BL version of this game is because the hit counter can go over 9999, as well as some other major gameplay changes (the charge time of the hyper, most notably.) Keeping up this counter can be quite tight: the hit counter vanishes in 3/4 of a second, and the only way to freeze is to use the laser against an enemy (in which case the counter will be frozen until the enemy is killed.) You can see this bar on the top left of the screen.
The other main thing that matters is our hyper gauge. Hypers are a double edged sword: while they give you huge power and allow to grind hits massively, they increase the speed of bullets of 10% while active, and only decrease it by
5% once ended! The hyper speedup vanishes upon death, however. This is what I call the 'hyper rank', and I'll be tracking it with my WIPs to let you see what rank we're currently at. The hyper gauge, in pink at the up left corner of the screen, increases with enemy kills and bee collection.
The last item that needs explaination is the golden bees. Golden bees increase your hyper gauge by a set amount and give you hit counter * 100 points, and require a fast shot followed by a laser shot to reveal. My route, unlike the WR route, takes advantage of those bees even further to get extra points.
The route you're seeing has been redone several times. I chose to go with delaying the start of the hit counter to allow for a route with more points at the start.
To recapitulate, there are three objectives:
1. Keep up the hit counter.
2. Fill the hyper gauge to grind hits.
3. Maximise bee score.
Enjoy watching.