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#39890445189231243 - Zook Man ZX4 - Stage 7 clear, stage select in 23208 frames.

ZM_s7in23208.bk2
In 12:49.98 (45989 frames), 11631 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
836 downloads
Uploaded 6/23/2017 11:02 AM by FatRatKnight (see all 245)
f16175 *** STAGE 7 ***
f17129 Segment 0: 954
f17945 Segment 1: 816
f18518 Segment 2: 573
f18675 Segment 3: 157
f18744 Segment 4: 69
f18939 Segment 5: 195
f19303 Segment 6: 364
f19926 Segment 7: 623
f20116 Segment 8: 190
f20471 Segment 9: 355
f20825 Segment10: 354
f22237 Segment11:1412
=== END OF STAGE 7 (Frames: 6062) === (prev: 6104)
Redid a part in Stage 7, then did a lazy-sync to have later stages keep working. The change in strategy here is to trigger the extended invincibility before the miniboss, as an obsolete plan had us do so after the miniboss. The obsolete plan was only good when we still fired the giant laser at the miniboss, which terminates the extended invincibility, but since we're skipping the miniboss now, we can change plans and find better spikes before the miniboss to gain invincibility.
The ceilings after the miniboss room refused to cooperate. Might have lost a dozen or so frames on less optimal ceiling clips. Things just don't go smooth this time around. Anyone who wish to bash their head on this problem are free to try.
8 frames are thrown away in stage select for item drop sync of later stages (the lazy-sync I mentioned earlier), just so I can attach them at the end with zero effort. Under no circumstance is throwing away frames in stage select an advantage for a final run, so this is just temporary for keeping sync. We may want to keep the later stages in case we get further improvements and end up syncing the 32-frame rule for item drops.