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#637876624661690603 - Stone Protectors In 17:28.15

Stone Protectors (Japan) Improvement ~ 17 28.bk2
In 17:28.16 (62993 frames), 71194 rerecords
88 downloads
Uploaded 5/9/2022 3:07 AM by Technickle (see all 209)
16 frames were saved on level 1, and 73 frames were saved on level 7, with a total of 89 frames saved. Everything else stayed the same since it was still fast.

Movie Goals:

  • Uses Bizhawk 2.8
  • Uses Easiest Difficulty
  • Goes for Fastest Completion
  • Manipulates RNG
  • Takes Damage to Save Time
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  • Genre: Side-Scrolling Beat 'em Up
Story:
A group of rock band members gets turned into superhuman troll-like people, known only as of the Stone Protectors, formally Rock Detectors. The premise is that the evil leader Zok stole all the crystals from the castle and wants to use them for himself. The premise is to defeat Zok and his army of predators to take back the crystals and bring them to the castle.
Levels:
  • Snowy Village: Enemies are the weakest here and are basically an introductory level to the player. Zink is defeated differently, in the older movies from before. I ghost Zink’s health bar by standing next to him and getting inside the hitbox. I have to utilize punches to barely do enough damage. The punches are used to change the way Zink will interact with me, the most favorable RNG is the ax swing either overhead or in a circular motion. The final result is ending on frame 5782 saving 16 frames.
  • Crystal Mine: Crystal Mine is a weird stage, for starters, after a screen transition it’s oddly faster to sometimes wait a certain number of frames before moving onto the next screen. I can only assume it is a loading issue. Zink is yet again the boss, but, this time on the gem extractor machine, which it’s purpose is to extract the gem from the stone protector at play. However, the mic toss move makes fine work of the machine in a short amount of time.
  • Downward: One of the first 'stationary' stages, where enemies fall down from above. The neat thing about this stage is that utilizing the mic toss move is a lot easier than waiting out to use the sing move, plus it’s a lot slower at least in some instances to use the sing move. The only useful way sing is used, is if 3 enemies are together. Lava Boss basically gets no chance at moving at all, with a small mixture of jumping, but, it actually helps the situation out.
  • Beach Party: The majority of level 4 has stayed the same, however, a small change is at the second glider enemy. Swinging the mic right under the landing spot depletes the health of the enemy a little bit, and swinging again defeats them. It’s a lot faster than waiting to swing to the right and use the sing move. Tackle Jackle doesn’t really do much, I basically make him immobile and I defeat him with ease.
  • Forest of Mythrandir: stage 5 is different from most of the stages. Enemies will fall out of trees and act like glider enemies in a way. RNG changes depending on how close or how fast the sing move is used and how close it’s used. Some enemies are tougher than others and changing RNG in my favor helps. Wraith is fought when it’s practically invisible, so it looks like I’m swinging at air. Wraith travels in a line that’s close enough to swing, so it works out perfectly.
  • Bizarre Bazaar: Stage 6 just like stage 5 has a lot of tougher enemies that have enough health that a normal mic toss once won’t finish them off. The strategy of mic toss and swinging inside of the hitbox of the masked guards and then letting a sing move come out, which will kill them. Hitting them normally front-facing is slower because you would have to wait for them to finish the fall animation. Frank basically goes AFK the entire fight, so defeating him is the easiest thing.
  • Approaching the Castle: A lot of the mic toss move hitbox jank is used here as seen in previous stages. A neat little sprite glitch happens with the plane enemy, it's to sing and have the animation of the plane fly overhead. Zink is yet again the boss, but, he’s back and meaner than ever. An improvement was made here to save 73 frames.
  • In the Castle: In the Castle is basically stage 3, but, instead of going down, it’s traveling upwards. The enemies still will fall down from above, but, from little alcoves in the walls. Sucker Puncher is basically AFK just like Frank, except he’ll throw some punches that’ll be dodged from time to time, to manipulate RNG in my favor.
  • The Laboratory: The Laboratory has seen significant changes over the past movies compared to this movie. This level has gone through a lot and for the better. A lot of the strategies are the same, with a few exceptions like using the mic toss on the solo guard near the food and changing the RNG pattern of Predatron to kill him a lot faster.
  • Zok’s Lair: Some minor changes were implemented here. Some mic toss interactions are used instead of sing. Moving the screen transition more so that the next screen can be done with an extra enemy *although not always faster*. Zok was the most interesting of the boss fights, due, to a couple of factors. For starters, getting Zok to not vanish with his disappear move had me make some different changes to the fight compared to the other movies. Secondly, Zok has a 'gun' and a staff that of which both have lingering hitboxes, so utilizing getting around those is the most difficult. In the end, Zok was defeated quicker by 50 frames, and thus I got the 17:29 time.

SHA1: F408B6132E88BB9CDCB6FBB7DCB41723F88FE76D

Screenshots