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#40169125606557037 - Zook Man ZX4 - Stage 5 attempt (r87145362)

ZM_s5in42734.bk2
In 14:31.07 (52027 frames), 13866 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
854 downloads
Uploaded 7/6/2017 12:14 AM by FatRatKnight (see all 245)
f37033 *** STAGE 5 ***
f37768 Segment 0: 735 (T2: 736 ; T4:761)
f38248 Segment 1: 480 (**: 477)
f38558 Segment 2: 310 (T4: 309)
f38681 Segment 3: 123 (T3:_ 91)
f38758 Segment 4:_ 77 (T3: 241)
f38873 Segment 5: 115 (11: 116)
f39332 Segment 6: 459 (T3: 451)
f40070 Segment 7: 738 (T2: 735)
f40330 Segment 8: 260 (T4: 279)
f40475 Segment 9: 145 (T4: 129)
f40709 Segment10: 234 (T3: 234)
f42122 Segment11:1413 (T4:1408)
=== END OF STAGE 5 (Frames: 5089) === (T3:5310)
Preliminary look at Stage 5. I'm on the bad side of the frame rule by the boss. Stages 3 & 6 were tacked on the end of this TAS, as proof of concept as to how readily I can just sync stages however I please, though I did need to fix a few weapon swaps.
Bubble Barrier Charge Swap was used extensively, from the start of the stage to its very end. I'm not happy with all 18 hits the barrier took, I can benefit from keeping just one more hit for the end, as I prematurely fired my Flame Charge, landing me on the save platform. It was that or wait out 16 ouch frames. Probably time to look for the least costly hit to preserve.
Still, the Miniboss Skip accounts for 150 frames, give or take 50. I'm 221 frames ahead of the leading team, so at least Miniboss Skip can't really take all the credit from the improvements. I did not carefully compare optimizations between this run and the teams, so this stage can stand for another look over.
Felt nice to just go straight through enemies. I refused to preserve Bubble Barrier whenever it meant I get even one frame of lag.