New tricks used:
- 1-3: Shooting diagonally in the middle room after the rings for consistency.
- 1-3: Activating the middle node with throwing bombs over the tree instead of going back and forward with the keys (saves ~5 seconds).
- 1-3: Running past the spitters instead of shooting them (should save almost 2 seconds).
- 1-4: Activating the last node with a more precise bomb throw (saves 1 special weapon and some time).
- 2-1: Going for the extra life in the beginning because of the new death skip in 2-4.
- 2-1: Killing more monsters in the middle room to offset the lower money haul from 2-4 because of the new skip.
- 2-4: Going through the middle in top left like BazBadger does so I make it through the steam faster (saves 1-2 seconds).
- 2-4: Doing the bottom right room differently to allow bypassing the save point and thus getting a MASSIVE deathskip after the node (saves about 18 seconds).
- 3-1: Ramming the first hand (saves 1-2 seconds).
- 3-4: Activating the "last" node by throwing a bomb over the wall from the top. There seems to be a relatively consistent damage bug at the end of the level with the dumbbell but it's not really needed if you don't screw up earlier in the level. This saves about 2 seconds.
Potential improvements:
- Faster execution: There was probably at least 10 seconds lost throughout the run from just poor movement and shooting.
- Actually get the deaths your going for (no unwanted damage bugs). This would save 3-4 seconds more.
- 2-1: If the CPU is to die, have it happen after the last checkpoint so you get a faster exit.
- 3-2: Skip killing the hands at the end (probably could have done that on this run as well and saved 3-4 seconds)
- 3-3: Snatch the key at the start without getting trapped (saves one special but no time gains or losses). This way you're not reliant on the CPU going for money in the 4-1 treasure corner.
- 4-2: Don't have the CPU die when you're supposed to be triggering a special. A death right after the last check point would be great as it would save at least 4 seconds compared to this run.
Solid run! I really like how you implemented the ideas we worked on together and added further tweaks. The run is really evolving now! I've gotten a few more ideas after running this on SNES and DOS so I think we can take this down ever more. Breaking another minute barrier will be tough though so congrats on breaking this one!
Major tweaks and strategies I utilized compared to the earlier runs (SNES and Amiga):
- Killing more enemies in the first world and thus getting more coins
- Skipping the forest treasure in 1-3 (Same as Eino)
- Doing the two pole trick in 2-1 to get both the weapon power-up and the extra life which I leave for the CPU to pick up. This allows me to then take the faster exit because I don't have to pick-up the weapon power-up at the end
- Skipping a lot of enemies in 2-3 and taking a faster exit without going for the extra life
- Utilizing a death warp in 4-4 for a slightly faster path. A lot of kangaroo management throughout the level to balance reliability, coin and time gains
- Faster and more pacifist tactics throughout 3-1 (similar to Eino but more optimized)
- Bypassing the maze in 3-2 (the bobby_zeal special). This is a fast and reliable way to get all the gems.
- Taking different keys in 3-3 to allow for a faster exit
- Skipping the treasure corner in 4-1. I think this is only possible if you buy just two extra lives for the CPU in the beginning. CPU might go for the treasure still but doesn't always.
Hiya!
Been running the game for a few days now and noticed some differences with the Amiga version when I was trying to replicate the SNES runs:
- The Amiga version has a wider screen (you see more of the level).
- Some enemy patterns are different (for example the hulks in the top right corner of level 2-1).
- Gas patterns in world 2 seem to be slightly different (for example in level 2-3).
- Some firing patterns are different (for example the first square holes in world 3 don't seem to aim as well on SNES).
- Preacher seems to get the shield one skill level earlier on SNES compared to Amiga.
- On SNES you don't waste as much money on bringing your health up while using the "complete training"/"all" button. On Amiga you have to train the skills individually to have enough money for the shield by level 3-3.
- On SNES you have more slow-downs and longer loading times when compared to an Amiga HD installation running on A1200.
- The secret treasure room in the beginning of 3-1 only has silver coins on SNES. On Amiga there are some golden rings too.
- Most importantly: on SNES you seem to have a dedicated button for specials. On Amiga you need to stop and charge with the firing button to use specials. This takes time and makes the shield runs especially difficult.
There are probably more differences but these are ones that I've noticed. I recommend splitting SNES and Amiga to their own categories.
Another issue is that Eino's Amiga run has very long loading times due to it being run on Amiga 500 and floppy version (I think). The route and execution of the gameplay is definitely very close to the SNES runs if not better. But I run the game on A1200 with an HD installation which has almost no loading times or slow-downs. Do you have ideas on how to combat this? Can we time how much Eino suffered from loading times and (oh god) slow-downs or should such runs be yet another category? Slow-downs delay the runs but it makes execution easier.
I'm still grinding the game and will do more efforts with an even riskier route but this is my best so far: The time is 20:34 and it's not just the lack of loading times and slow-downs, I did work on optimizing the route (thank you so much for all the runners for the ground work) and minimizing the mistakes BUT it cannot be directly compared to the other runs due to those differences. I will post the run once the categories are set up.
Thanks! It's amazing how hard it is to put a decent run together. Always screwing up somewhere. But at least it means there's still time to be saved! :)
That ending to the marsh stage is pretty much perfect.
I don't think you can afford to go on the grass if you use automatic gears and want to get the 20. There is very little leeway with the 20. I never let go, didn't hit grass or anything like that and only had a few frames to spare. I don't think you can really cut corners in the game, it's on rails like that. Just need to maximize speed.
Great job! I knew it was only a matter of... time :) That was very nearly a 20! Maybe a frame away :O Did you let go of the gas at some point? Didn't see where you would have lost that tiny bit.
I hope you'll keep doing other tracks as well! I personally feel the snow course is the next easiest and probably the most fun stage to run because it's so short and not really difficult at all - depending on your pattern of course.
Good run! You'd get the 19 without a crash, I'm sure - even with some slowdowns. I think there is space to take that white car at 2:15 from the right side too to save some time crossing the stream. That blue car where you crashed is zigzagging awkwardly though :/ I guess right side would be the way to go there too.
I can only find score competitions from EAB and Lemon Amiga, no times submitted. But yeah, Trapshot has run the full game on the AmigaLive stream with good times so I'd be tempted to enter his results on the board as well. There are good individual course times there as well.
Why are the Amiga runs on the same leaderboard? The game seems to be very different with jump mechanics, specials and so on. Enemy and platform patterns are different and boss fights are different too. On Amiga you die if you touch the flying bosses and for example the last boss fight is done on foot on the Amiga. Even the level designs differ.
Does the Amiga version run at the same speed? Always preferred that. Setting up the Amiga version is as easy as downloading AmigaLive.
Thanks! Yeah, I was just thinking that on hard with the 2nd to last and last level it might be faster to let the CPU win as they can take shortcuts but it's just probably me not being good enough to compete.
Actually the rules state that the timing ends when the last race stops scrolling so do you even have to qualify in that last race? 'Cause I have a run like that as well.
I submitted a hard difficulty run but I was actually able to beat it faster when I didn't finish first on the season scoreboard. So is it enough to qualify from each race including the last one?