That is in fact the Crysta Hole exit, so it's not exactly a route change in that regard.
The damage can be taken off the lava or a self bomb, I will check which is faster when I make it that far. It is also possible to fall down without landing on the top platform.
It seems I will be (probably?, I'll know after frame perfecting it.) be down to two health at the end of the level. I will either have to make up the health in Crysta Hole, or in Death Road (I may be able to grab the extra health in Crysta Hole depending on the platform cooperation, or I can just not take damage in Death Road.)
Previously I had this:
I was previously bombing the dam off of the relatively nearby yellow block, this will most definitely be around 5-8 seconds faster. Definitely another great find ZAR, I was barely able to make that jump in real time with multiple reloads.
http://www.youtube.com/watch?v=uqh310HgyC4
I'm sure this won't be useful in the any% TAS but for 100% it could be very useful. The only way this could be used for any% would be for someone to find a way to get past that wall at the exit of the level. Which I doubt will ever happen. But if someone can find a way to boost up onto the platform that has Wall-Through on it then it could turn out to be faster.
I'm 95% confident it isn't faster in the any%. I'm not sure the time you chose to bomb the switch in your platform was optimal, I didn't look that close. Perhaps setting a bomb and waiting for it to blow up will make the platform better. It's 3 extra warps, an out of the way jump, a climb, and another jump compared to riding the platform up and jumping in the green warp.
May be useful as an option for the 100% route, I'm not sure that it will be applied in either route, but still another impressive find.
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
Why didn't i think of that? Actually, it would only save maybe a second (at most) anyway.
I forgot that after getting the walk-through-walls item you can teleport straight back to the room with the platform.
http://dehacked.2y.net/microstorage.php/info/820452902/Kirkq%20Bomberman%20Hero%20Bubble%20Hole.m64
Nitros +1 frame
Clown Valley +72 frames (A nearly frame perfect jump around the highest plateau.)
Great Rock +92 frames (Much better platforming optimization, usage of bomb drop momentum, etc.)
Fog Route +254 frames (Mostly due to ZAR's trick.)
Endol +144 frames (Uh, what? ;D)
Groog Hills +7 frames
Bubble Hole +22 frames (An important note here: Jumping into the warp was faster than falling into the warp by about 10 frames.)
Now 953 frames ahead (15.88 seconds)
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
Great work!
but the endol fight left me a bit confused. Did you take damage on purpose to save time somehow? or did i get a desync? I'm assuming the latter might be unlikely, because the rest of the endol fight played out very nicely. Any explanation of whats going on?
Also, congrats on making that jump in clown valley, i tried to and failed heh . .
144 saved frames don't exactly come from nowhere. =p
Endol's laughing animation significantly cuts down his invulnerability time. (72 frames per hit if your hits were all optimal.) I get hit the frame after he takes damage each time. He is invulnerable for a portion of the laughing as well, but not nearly as long. I kept health to take one damage in Groog Hills. There are actually 3 hearts in Erars Lake (on either path).
[Hit Endol, Take Damage, Hit Endol], [Hit Endol, Take Damage, Hit Endol], Hit Endol. This is also equally possible to apply to the second phase, but it is more difficult to take damage on the frame you want.
I finished Waterway, but now I'm going to test the Water Slider route, because I found a significantly better way of dealing with the Manta Rays.
EDIT: Water Slider is still at least 4 seconds slower, if not a bit more.
Well I've more than doubled my progress this past week, and we get to start seeing brand new material soon.
http://dehacked.2y.net/microstorage.php/info/659021537/Kirkq%20Bomberman%20Hero%20Warp%20Room%2051705.m64
Erars Lake +174 (Possibly entirely from the Manta Ray.)
Waterway +52
Rock n Road +6
Water Pool +144 (This was extremely difficult to pull off effectively.)
Warp Room +31 (Extremely optimized bomb kick exploding against the ground under the switch instead of the wall, there is no better timing for it.)
+1360, (22.67 seconds)
Did you have any more additions/thoughts on this? Basically just the run in your WIP with that change on the second crystal, right?
EDIT: I just discovered a much better way to grab the second crystal, I'm surprised we didn't try it earlier, it's pretty obvious.
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
Although you only improved time-wise by a mere 6 frames, i was greatly impressed with how you handled Rock n Road. Much more entertaining!
(the rest speaks for itsself)
I finally configured my computer for encoding.
World 1 Progress:
http://www.youtube.com/watch?v=HN2Hw0meIls
(Nothing that wasn't currently in the .m64 obviously.)
Will encode as each world is complete.
Well shoot, I just figured out how to save 4+ seconds off Nitros's death animation. One world too late, eh?
EDIT: Kyman and I both tried hexing and got hit by an enemy in Great Rock. I'm fairly confident this problem would snowball into Bubble Hole's enemy movement and other levels, so there will be no further attempt at fixing this.
I also saved 11.8 seconds in Dark Prison.
Will update and encode after I complete World 2.
Already told kirk about this but, I found that in groog lake going right from the warp and jumping onto the ledge rather than taking damage saves 98 frames.
Seriously, you guys need to mention these things as I pass them...about 6 days ago would have been nice.
Stuff I've messed up so far:
Hyper Room Jump: Mediocre bomb jump, ran into the wall for a few frames before jumping and didn't back up to gain acceleration before walking through the wall. (15-20 frames) This one was mostly unfamiliarity with the game early on.
Nitros 1: My new death trick saves 269 frames, it was by random chance that I found it for the second round.
Great Rock: Probably has around 60 frames that can be saved from better routing, but that level is annoying.
Groog Hills: Not taking damage, jumping around the side. (Saves 98 frames + 72 frames at Endol) I suck for not checking this.
So, there will be a fair amount of improvement for a v2 in the future. (About 8 seconds over 15 minutes, at least I found 4.5 of those myself. =p) It isn't worth it to go back at this point, and besides I'd rather see a 100% next to this before anyone ever bothers with a v2.
I'll start on Killer Gate later today, I have a plan for executing it very precisely.
EDIT: Killer Gate Complete, Beginning of Snake Route causing problems, will attempt another day.
http://dehacked.2y.net/microstorage.php/info/763125508/Killer%20Gate%2059890.m64
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
I didn't realise you had edited it!
Dark prison and killer gate were both spectacular. I couldn't pick any faults with the execution of those levels.
Also i like the trick you found with nitros haha.
Anyway good work, and i hope you can keep going!
I've been following this run for quite some time, and I'm rather impressed with the consistent high quality. I look forward to seeing the final product.