Player (33)
Joined: 2/16/2012
Posts: 282
I tried looking into those values a bit as well, but I wasn't able to find anything useful. I believe each enemy has its own unique timer of sorts that is used for the drops; I set up next to one of the eyeball monsters that produces other eyeballs and frame advanced, recording 70 odd-some drops. A cycle was not present within at least that 70, unfortunately, but I did notice some interesting things. When killed, the eyeballs spawned by the monster would produce the exact same drop as the eyeball monster if it were killed during the previous frame. If the two are killed simultaneously (take damage/explode on the same frame) then they will produce different items. So it's still hard to say. At the very least, finding a cycle would be helpful since you could determine which parts would be best to aim for, but it's hard to find a location to test this fully.
Former player
Joined: 6/27/2004
Posts: 550
Location: New York
Possible ridiculously minor improvement if another version is ever made - after the first phoenix in the ashura fight, it might be faster to use warrior force and just give a barrage of punches with 1 final kick to finish him. This prevents him from ever going invulnerable. I was able to do it from a position where I was on a wall with him right next to me, and it saved a bit less than a second compared to just phoenixes. I didn't test it totally optimally, so might be off, but worth trying out. Not worth it realtime obvi. Also I tried this on dragophant boss refight and it's not useful, as spamming punches in this same way triggers his invulnerability timer.
Player (33)
Joined: 2/16/2012
Posts: 282
Posting as a heads-up. I think it might be a slight improvement over the published TAS, especially if done optimally. I haven't considered any of the routing for magic refills, though. Link to video
Player (33)
Joined: 2/16/2012
Posts: 282
Quick improvement note: I looked into how the "Powerup Get!" animation works as far as positioning. The short version is that you get moved to absolute coordinates (128,128) of your current area. For boss rooms that are multiple areas, this makes the center a bit more ambiguous after accounting for screen scrolling. This means that the TAS is improvable in the following boss fights: -Water: this one is actually taken into account during the TAS, but there may be a better positioning to get to other than the corners. For example, abusing the water currents to get to a better spot. -Wind: about a second is lost here from being far from the vertical center. There are other strats for the stage now that may be faster as well, but that is separate. -Dragophant: horizontal center is a fair bit off here, again wasting between 30-60 frames. -Dragon: Falling off the bottom of the screen is actually the worst option and guarantees a maximum delay of 128 frames. Horizontal positioning is not an issue, but hitting vertical center is still ideal. So just from that, probably some 3-4 seconds worth of savings. Not quite enough to redo things, but just wanted to have it written somewhere in case somebody picks it up in the future.