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#40481319101420527 - Zook Man ZX4 - s5 avoid ledge landing by 9 frames of climbing.

ZM_s5NoLedgeLanding.bk2
In 18:28.60 (66214 frames), 22787 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
837 downloads
Uploaded 7/20/2017 1:41 AM by FatRatKnight (see all 245)
f36993 *** STAGE 5 ***
f37726 Segment 0: 733
f38205 Segment 1: 479
f38512 Segment 2: 307
f38635 Segment 3: 123
f38712 Segment 4: 77
f38827 Segment 5: 115
f39283 Segment 6: 456 (Saved 2 frames here)
f40017 Segment 7: 734 (Wot. 2 frames here as well. How?)
f40294 Segment 8: 277
f40411 Segment 9: 117
f40653 Segment10: 242
f42060 Segment11:1407
=== END OF STAGE 5 (Frames: 5067) ===
I kept getting reminded of that ledge landing in Segment 6. Well, okay, it was only three times, but it clearly wasn't stylish. My only solution to it was to select a different height to solve it, ultimately by climbing down the ladder for 9 additional frames.
Let's talk about the falling cycle. Address 1E6C. At terminal velocity, this cycles through 34 going up to 42, then snaps back down to 34. It is 9 frames long. When it reads 42, the next frame will be zero-speed (or, if camera is scrolling, then the frame after that). So we have 8 frames of 4-speed and 1 frame of 0-speed. The terrain is positioned in such a way around that ledge that I get three or four frames of this 0-speed. It is also positioned so perfectly that I need four of these 0-speed frames in order to get the time I need to fall past the ledge. Because of how the fall cycle works, it only matters where I begin falling, as opposed to when, so the only real hope here is to adjust the height where I began falling in the first place. Ladders are slow, I had to climb down 9 pixels, 1 at a time per frame.
We're sitting on 4 frames before the door, a frame on the ladder leading up to the door, and one more before the Flame Charge underneath that wall on the way to the up segment. We're 3 frames away from a frame rule. Oh, and I basically ran out of useful ammo at the boss, but at least it was just enough.
The reason why the delay before that Flame Charge I mentioned, is because I fall through the floor I wall jump up to without the delay. Apparently this is due to some frame rule.
Oh, and I did change up the 1st boss re-fight to something less satisfying. My weapon choices pretty much force me to take damage either because I can't reach the boss on the first vulnerable frame, or because it would trigger lag frames otherwise. But at least I consume ammo I won't be needing too much of.