Recorded using Snes9x 1.43+ improvment9
Emulator sync settings:
  • Use wip1 timing
Movie goals:
  • Aim for fastest time
  • Play on hardest difficulty
  • Control 2 players

Movie information

First off I would like to thank Ash Williams for his great discoveries in this game; he made a very nice run. At first I didn’t know if his run could be improved, but after playing around with the game I realized small improvements were possible. This run is 683 frames faster than Ash’s run, or about 12 seconds. Most of the time saved is from mini/boss fights, several frames being saved in almost every single fight. Additionally, several frames were saved on the title menu and score tallying screens. The memory watching function was excessively utilized in this run; it made optimizing each boss much easier. You may notice that both the players will occasionally merge together to form a grey looking player; in many cases this is done to keep the screen scrolling faster, to avoid lag, and to damage bosses quicker. Sometime is looks like I miss shots or continue shooting after a target is destroyed, this is intentional. In certain cases holding down the fire button will continue to do damage to an enemy even if no shots come out of the barrel.

Stage 1 (81 frames gained)

I use homing missile for entertainment value, killing more enemies without having to turn around. The homing missile is as weak as the default weapon, dealing 2 damage points per hit. Each guard tower is improved upon by hitting the core at better frames, and the boss is improved by few frames as well.

Stage 2 (12 frames gained)

This level is a pain, and tough to optimize. The same path is used as in the published run. I only gained a couple frames for this level, and I managed to gain a minuscule amount of frames in the boss fight as well. Fooling around when the boss is exploding is a bad idea because it induces extreme lag, so I go off screen and play pong with player 1.

Stage 3 (83 frames gained)

This stage had lots of little optimizations, other than the improved boss fights. The part with the wall crawling robot was improved by some frames just by staying close to the top of the screen, I don’t know if it was less lag or if it made the screen scroll faster. After the defeat of the wall robot, the climb to the top is more optimized than the published run. The jumping part inside the warehouse was substantially improved with a new route.

Stage 4 (252 frames gained)

The green tank mini boss was insanely difficult to get correct. The tank must be off the screen when it is destroyed or the lag produce from the explosion will cause half a second of delay. The flying grey men must also be off the screen when the tank explodes or more lag will occur, I managed to manipulate some of them not to show up at all. The mini boss that comes out of the hole from under the blimp was improved dramatically compared to the published run, simply by shooting him from an angle. A huge amount of time was saved at the blimp fight. Using memory watch I was able to more accurately remove the guardian bits to take out the blimp much faster, this saved over 3 seconds alone.

Stage 5 (70 frames gained)

Same strategy here as in the published run, gained over a second from more accurate movements. Not only was the level the most difficult to one to complete, but the boss itself was a nightmare.

Stage 6 (177 frames gained)

Well I made one incredible discovery here. The flying metal demon was always a 2 round fight until Ash Williams found that the bomb can make it a one round fight. Bombs cause a ton of lag though, so I was determined to find a new way of killing the demon in one round. I found a way of one rounding him without the bomb!! The timing absurd and the amount of factors in getting this to work is unimaginable. I managed to gain even more frames from Red Falcon’s first form. Many more additional frames were saved during the brain form.

Score tallying & title screen (8 frames gained)

Oddly enough the title screen will appear at different times depending on weather you loaded a save state before the title screen appears. The fastest way to make the title screen appear is to record a movie and not load any save states until the title screen has appeared. Not using save states is ok because the start button can be turboed on odd/even frames for both player 1 and player 2 controllers which means that every frame is pressing a button to advance. The score tallying screens also use the turbo technique to ensure the fastest possible transition.

adelikat: Accepting as an improvement over the current published run.
Bisqwit DeHackEd: Processing.


Player (89)
Joined: 11/14/2005
Posts: 1058
Location: United States
Well thank you JXQ. That seems easy enough to implement. Time for me to start up on a revised run. I already finished the first level and found that the game has a strict frame rule. When I attacked the guard towers I watched their HP on memory watch (I did this on the published run too, but failed to notice). To my surprise it did not matter when their HP hit zero, the destruction animation was set to a fixed interval. What does this mean? Well it means that the characters do not have to be overlapped nearly as much as I originally thought, since there is no reason to lower the HP so fast. As a result the run looks much better.
They're off to find the hero of the day...
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
Looking forward to it, hero :) I was wondering about the end of the run. Using those power bombs at the end does end input faster than finishing the boss off with the crush gun, but does it make the AVI longer? If so, I personally would prefer to not use them at the end of the run, and just measure from the time the final boss is killed for comparisons to the previous route. How do others feel about this?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
I think bombing him is both faster (in input time at least) and more entertaining. You don't get to see much bombing action in this run, anyway.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Former player
Joined: 11/13/2005
Posts: 1587
Would it be faster to use the flamethrower in the first miniboss in the third level (after the bugs and before the climbing). It might be possible to start hitting it a bit earlier with a flamethrower because goes through the body of the miniboss.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Bombing is better.
Former player
Joined: 11/13/2005
Posts: 1587
Phil wrote:
Bombing is better.
It lags like hell.
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Guybrush wrote:
It lags like hell.
And? The input has already been terminated, and AFAIR, that scene lags even without using bombs.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Former player
Joined: 11/13/2005
Posts: 1587
moozooh wrote:
Guybrush wrote:
It lags like hell.
And? The input has already been terminated, and AFAIR, that scene lags even without using bombs.
I thought Phil commented on my message :S
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
I just compare it to, as an example, the end of Super Mario World, where input could be terminated earlier in exchange for a longer AVI, but it isn't done there. The rules page says it's up to the author, so I'm just saying how I feel about it.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
JXQ wrote:
but does it make the AVI longer?
This might me think it's the end of the world if the AVI is little longer. :S