This is an update to my cancelled run from last summer. I figured that a 2-player tas would be faster and I was right, as this run is 3511 frames faster than the cancelled run. I hope you all enjoy!
-recorded with SNES9X v1.51
-takes damage to save time
-uses death as a shortcut
-aims for fastest time
-abuses programming errors in the game
-manipulates luck
-one player controls two characters
General comments:
- I use the Lee Twins because their jump attacks are more effective than the Toads' and I find they have more range than the Toads.
- you may notice lag during this run; despite my best efforts, I could only reduce lag and not avoid it entirely.
- turbo feature used at certain points
Glitches abused:
- the enemies that hang on platform edges can be defeated with running attacks or jump kicks.
- the finishing moves can be manipulated so that they kill enemies other than the "targets" as well as enemies that weren't knocked down to begin with.
- if a jump to a higher platform is timed correctly, the player will "catch" the edge of the platform instead of staying in the air longer.
Level 1:
- running attack used on most of the hanging enemies
- laser robots aren't grabbed, because it faster just to kick each robot twice
- after Abobo is hit by the final kick, he is immediately vulnerable to the finishing move
Level 2:
- poles not used because then jump kicks cannot be used
- I intentionally destroy three containers in Level 2-2; the first and third are destroyed to avoid interference in battle, and the second is destroyed for entertainment
- In Level 2-3, ramming the front bikers is faster than waiting for them and kicking them
- Big Blag is the only boss with no invincibility period; I clearly abuse this fact
Level 3:
- In Level 3-2, I intentionally have player 2 wait for player 1 so that both players can safely pass under the press; this is faster than having player 1 wait for the press to rise
- Also in Level 3-2, after the two whip girls, I move the players so that they both safely pass under the presses as early as possible
- I had no control over the graphical glitch that occurs in the pipe section of Level 3-2
- In Level 3-3, I intentionally kill player 2 to use his invincibility period to pass through the force fields quickly
Level 4:
- luck manipulated so that the meteor pieces move in convenient directions and so that the UFOs shoot neither player
- although player 1 starts off the shooting of the second UFO, player 2 finishes off the UFO so that player 1 can shoot the third UFO as early as possible
- in the ratship battle, there are somewhat noticeable gaps in the players' streams of fire; I could not avoid these gaps, even with the turbo feature
- damage taken in order to maintain targeting as well as steady fire
Level 5:
- just before Level 5-2, in the section with the multiple ninjas, I take damage intentionally to kill the leftmost ninja as early as possible
- damage during Robo-Manus fight is intentional so that player 2 can deliver the first hit as early as possible and since only one player is required to deliver the other hits as early as possible
Level 6:
- I have player 1 use a normal punch on one enemy in order to stun it, because player 2's finishing move would have otherwise failed
Level 7:
- I could not manipulate the two containers that appear during the Dark Queen fight, but I didn't have to. The first container contains an invincibility power-up which actually helped player 2 deliver an early hit. I was able to destroy the second container (to keep it from interfering) and avoid losing frames at the same time.
Total in-game time: 17:40
I am very pleased with how this run turned out and I hope you all enjoy this run more than my cancelled run or enjoy it in general!
mmbossman: There were some spots that I thought could have been much more entertaining, like the rappeling down the long shute, but overall it's a fairly well-done movie. Accepting for publication.