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|Cross Town High|
Capitol Ave. Bridge
W.S.L. Co. Warehouse I
|70||70||The first nine rooms have been grouped together as they are repetitive. The first mandatory encounter is Rocko in Room 11,|
and Ryan must bring a Crate/Trashcan to quickly defeat him. All time saves are due to lag reduction from RNG manipulation.
|11||W.S.L. Co. Warehouse II||145||215||Most boss rooms require 4 gang members to be defeated before the boss appears. Only two enemies may appear on screen at|
any given time, and will not spawn until the coin disappears or is collected. The Step counter stored from the previous room
allows for an immediate High-jump to quickly dispatch of the first two Home Boys. Collecting the $0.75 coin spawns a Home
Boy upstairs where he attempts to approach Ryan by hopping down but lands on the ledge of a stationary tyre, allowing him to
to vanquished with a single hit. The final two coins are collected and Rocko WP31 is defeated. The routes diverge here as Ryan
collects Rocko's coin for a total of $25.25 and continues to Flatirons Mall to acquire Boat Shoes.
|12-15||W.S.L. Co. Warehouse III|
Armstrong Thru-way I,II&III
|-24||191||Note that this segment is compared with the equivalent segment from the predecessor publication, beginning at Frame 8896.|
Floating state is enabled by performing a High-jump on the final frame of Room 14 and maintained for the remainder of the
segment. The lost frames are due to the slower weapon (Chain strikes) and waiting to collect Turk's $2.50 for a total of $31.75.
|16||Downtown II||75||266||Note that this segment is compared with the equivalent segment from the predecessor publication, beginning at Frame 10003.|
Floating state is still active from the previous segment, and is maintained for the remainder of the Room. Despite collecting
Mojo's coin, 75 frames were saved from improving fights.
|Flatirons Mall I&II|
|7484||Boat Shoes are equipped for $36.95 with $0.30 to spare. Incidentally, exiting the Belongings menu can only be buffered on the (USA) port, saving one frame|
which is the only known occasion where (J) is disadvantaged. Death warp to Waterfront Mall is not faster with L+R shenanigans.
|9385||Blade only appears after Rocko has been defeated, so the back-tracking to defeat him is required in order to spawn Thor. Money is no longer required but the event|
flag is not raised until frames before his coin appears.
Capitol Ave. Bridge
W.S.L. Co. Warehouse I,II&III
Armstrong Thru-way I,II&III
Flatirons Mall I&II
|10390||There is no need to engage any enemies until Thor, so lag reduction was the primary focus. We continue avoiding all lag frames (since Death warp) until Room 10|
with 20 lag frames. An empty Room is always followed by a Room with the native gang, but Room 11 is the laggiest Room in this segment. Only 4 more lag frames
are conceded for the remainder of the segment, all in Room 16.
|20-22||Vacant 3rd Wheel Factory I,II&III||13422||Ryan is reunited with his Crate in empty Room 20; future Rooms that can spawn gangs will never be empty. Room 21 is occupied by native gang Squids,|
causing 11 lag frames. Long-jump in Room 21 demonstrates the extra distance reached. The companion cube is a tool to be used and discarded; Boat Shoes might
be required to perform this precise High-jump and Long-jump in Room 22.
OAK Hill Mall I&II
Burb Village I&II
River City High I
|14682||Trashcan is conveniently available in Room 23. Ivan WP48 has a high Throw stat so his running Trashcan throw deals 41 Damage and will knock him down|
whether or not he is in the stun animation.
|29||River City High II||16369||Otis WP42 spawns too close to the wall to significantly benefit from manipulating him to throw Trashcan, but Duplicated damage deals a whopping 95 Damage in|
the first two volleys. Long-jump is used to quickly conquer the gym equipment. 8 lag frames.
|30-32||River City High III,IV&V||17571||After ascending the stairs and clearing the gangs, Andy WP49 is lured into a running Trashcan throw at Randy WP50, dealing 35 Damage which is enough to|
knock either Dragon Twin down without being in the stun animation. 16 lag frames.
|34||River City High VII||18891||By far the biggest time save in this run is the final Room with 736 frames saved by exploiting Simon's AI. Basically, enemies at close range will reposition if|
their Z-coordinate is > 5 difference to Ryan, otherwise they will attack, however, attacks will only connect if Z-difference < 5. Ryan enters the Room at Z=68 and
simultaneously moves up to 70 while beginning his final Dash. Select is pressed as an audio cue to indicate final input. When Simon finishes his monologue, he
runs towards Ryan from Z=80 to Z=75. With a Z-difference of 5, Simon is now stuck in a continuous but unsuccessful endeavour to hit Ryan, eventually throwing
weapons and embarrassing himself. This series of events seems to be relatively easy to replicate for any future TAS, as long as Simon doesn't inadvertently change
his Z-coordinate by jumping on the Crate/Trashcan, or getting stuck walking backwards between Ryan and the wall. Apart from finding a way to Re-dash upon
entry, I feel confident claiming that this room is solved at 7 frames - the final input at 18897 occurs before the fade-in begins.