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#39698456807405830 - Zook Man ZX4 - Stage 3 clear, stage select in 43547 frames.

ZM_s3in43547.bk2
In 12:09.13 (43549 frames), 9612 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
828 downloads
Uploaded 6/14/2017 7:31 PM by FatRatKnight (see all 245)
f37087 *** STAGE 3 ***
f37603 Segment 0: 516 (T3: 519)
f38278 Segment 1: 675 (T4: 718)
f39007 Segment 2: 729 (T7: 732)
f39114 Segment 3: 107 (T7: 106 . T4:_ 89)
f39175 Segment 4:_ 61 (T7:_ 61)
f39311 Segment 5: 136 (!!: 136)
f39644 Segment 6: 333 (!!: 333)
f40649 Segment 7:1005 (T7:1004)
f40767 Segment 8: 118 (T4: 124)
f40889 Segment 9: 122 (T2:_ 99 . T4: 124)
f41123 Segment10: 234 (!!: 234)
f42799 Segment11:1676 (T3:1672)
=== END OF STAGE 3 (Frames: 5712) === (T4:5939)
Nifty. Got to the end of the stage at last. Manipulating item drops because Flame Charge is hungry for ammo. I think I got the items cost-free, as there were a few points I had to delay for Flame Charge anyway.
Copied Team 3 after miniboss. Took a look at how Team 7 started Segment 7 and disagreed with it. They decided to use an enemy there to try that Charge Glitch, which is why their Segment 6 took so long compared to other teams. According to my Segment Counter, I'm one frame slow in this segment, but I haven't carefully studied their route to be entirely certain.
Ascending Segment 8 took an inspiration from Team 3, going all the way left before going up the ladder. This is because the wall is thicker at the ladder, and I can't go all the way left otherwise. From there, I can walljump at a lower height past the ladder. I use Fragile Barrier to get past an enemy, instead of shooting it with fire. This is so I can charge my Flame Charge sooner.
Segment 9 is reported rather slow, probably because we start essentially on the far left rather than whatever place on the right the other teams were. Haven't looked at them, but the frame counts of Segment 10 indicates they paid a rather bad trade for that.