This is an improvement of 1779 frames over the current published movie. Mostly thanks to tiny improvements in precision and strategies throughout the whole run.
Game objectives
- Emulator used: BizHawk 2.3.2
- Aims for fastest time
- Plays at hardest difficulty
- Manipulates luck
- 100% completion
- Recolors a penguin
Battle Kid 2 is an unlicenced Metroidvania-styled game inspired by "I Wanna Be The Guy". It's a huge gauntlet of enemies, bosses, projectiles and obstacles where getting hit once (at hardest difficulty) means having to redo the whole game.
During the journey you come across some upgrades to your arsenal:
- Wall grip - Allows you to climb certain walls
- Feather fall - Hold up to fall 1 pixel / frame
- X-sludge - Move as fast in sludge as in water
- Double jump - Allows you jump an extra time in air
- Damage amp - Doubles attack power
- Triple jump - Because two jumps isn't good enough
Due to the relative simple nature of this game (easy physics, no lag etc.) I wasn't expecting much of an improvement at all so I'm really pleased with gaining almost 30 seconds. Almost all the time gained came from better tackling of the individuals rooms themselves. The run sees almost no route change, the only difference being that I do the "Gauntlet of Evil" before getting the Orrexium shard in that area - this heavily calculated route change saved a whopping 1 frame!
I chosed the Bizhawk emulator over FCEUX, contrary to the previous run, as it can play the rom unmodified (and its movie file suffix is short for this very game :D).
Frequently used tricks
These were used in the previous run too but is severly more utilized here:
Spikes and stationary enemies often seem to cover the whole platform they're on, but the platforms actually extends one pixel further than the enemies hitbox. By using that pixel of margin it allows for faster maneuvers and shortcuts in some rooms.
Corner boosting under sludge
The horisontal speed in sludge is only 1 pixel / frame. By jumping up to the second to last pixel of corner and releasing left/right you move 2 pixels ahead and thus save 1 frame.
Faster double jumping during upward screen transition
Normally when double/triple jumping you fall for 1 frame, as you need to release the A button between the jumps. This fall can be avoided if you jump to the next screen transition, release the A button when the screen goes black, and then push it again the frame before next room loads.
Thanks to
- fcxiaopengyou - for the previous run
- caitsith2 - for maps and scripts