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#39303394666610492 - Zook Man ZX4 - Stage 4, 13 frames, plus miniboss stuff.

ZM_s4_MinibossTry1.bk2
In 10:16.10 (36798 frames), 5815 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
846 downloads
Uploaded 5/28/2017 12:31 AM by FatRatKnight (see all 245)
f30081 *** STAGE 4 ***
f30313 Segment 0: 232
f32030 Segment 1:1717 (T4:1741 . T3:1745)
f32294 Segment 2: 264 (T4: 245 . T3: 264)
f32439 Segment 3: 145 (T4: 152 . T3: 155)
Well, saved 13 frames before the miniboss. Discounting that, taking the Team 3 route through the miniboss has us dropping three frames for animation stuff to sync miniboss. Assuming we didn't need that delay, and the miniboss follow-up with that save platform can't be done with Team 4's miniboss strat, our net is Seg1:-14 Seg2:+19 Seg3:-7, or -2 frames. The difference is razor thin. I would advise myself to look a little deeper here.
Changed when I took damage from some fish. I noticed I was delaying just before a wall. So I took damage earlier, so when it came to those spikes, I would lose invincibility sooner and get more damage from there. In turn, because I took damage earlier, I didn't travel as far, and therefore no longer delay at a wall.
Ghost Fall has a good ammo drop at the moment. Further improvements might lose that. We'll see what comes if I continue.