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#38976273350729695 - Zook Man ZX4 - Stage 7 mostly synced, plus lag, minus ammo.

ZM_s7NearlySynced.bk2
In 06:29.35 (23255 frames), 4408 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
825 downloads
Uploaded 5/13/2017 6:57 AM by FatRatKnight (see all 245)
f16175 *** STAGE 7 ***
f17129 Segment 0: 954
f17945 Segment 1: 816 (T4:814) Miniboss skip
f18487 Segment 2: 542 (T4:501) Miniboss skip
f18675 Segment 3: 188 (T4:106) Miniboss skip
f18744 Segment 4:_ 69 (T4:236) Miniboss skip
f18952 Segment 5: 208 (T4:206) Positioning?
f19345 Segment 6: 393 (T4:407) Positioning?
f19969 Segment 7: 624
f20159 Segment 8: 190
f20515 Segment 9: 356
f20869 Segment10: 354
Yes, T3 has a faster Segment 6, but they don't set up the invincibility. I haven't double-checked for efficient routing, though.
We are landed sooner than T4 after miniboss, and a little further to the right relative to camera. Generally advantageous, as we can dash sooner, and we can always sacrifice camera relative position if it means a better position to shoot the immediate enemies.
This run falls flat against the boss, though. We have added lag in a few spots, we're low on ammo and no lag-free options I can find, and basically in some mess with the overall sync.
Although the frame rule is always the important thing to keep in mind, removing lag are firm savings. One lag removed is one frame saved, since the game's frame counter doesn't increment in lag, and therefore delays the frame rule by however much we lag. I haven't checked our gate frame rule for frames we can safely sacrifice, however.
On top of not having ammo, the initial damage we take from the boss doesn't sync either. Probably a matter of taking close looks between Team 4 and this run.