I improved this tas by a new way to trigger glitch which was found on speedrun.com. Let the character reach the far right side of the screen through a rope or ladder, then pass the stage by the next rope or ladder. Before using this technique, you need to let the character get a weapon at the moment of death. If not, when the character reaches the far right of the screen, the game will disable character movement, and drag the screen to the right.
The character's minimum injury interval is 128 frames.
In the process of making TAS, in order to get a higher jump, I try to hold down up during the jump. Then I found out press up once per 2 frames could get a new glitch. This keeps the character's longitudinal acceleration constant.
At the end of the Stage 4, no clearance music was played due to glitch. And at the end of the Stage 5, the wrong ordinate value results in a map error.
Stage1: 739 frames quick.
Stage2: 537 frames quick.
Stage3: 4 frames quick.
Stage4: 7 frames quick.
Stage5: 1 frame slow. Because I upgraded one more weapon in the second stage, this makes it easier for the game to show lag. So I need to reduce the time of shots, which makes me have to increase the number of jumps.
Stage6: 3385 frames quick.
Special thanks to: timmyshotgun and ANGEL_UNDEAD on speedrun.com showed this new glitch.
: Replaced with a 40 frame improvement.
: Great improvement in both time and entertainment, yet I guess this game just doesn't impress people too much: the feedback was rather moderate. So while it's way better than the published run, it's still borderline material to a regular viewer. Accepting over NES Cross Fire by MESHUGGAH, Jules in 05:52.45