TheSuperSNES
Hyperzone (SNES) speed run in 23:51
updated
The RM6 Complete Works is a Japan-only PS1 game with a bunch of extra features that are fantastic for a speedrun. It has quick weapon swapping (including the Jet and Pow adapters), extra parts that you can equip, difficulty settings, and Pocketstation support to power-up Mega Man or the robot masters (not used in this run/video).
Of the 8 "parts" you can equip, the two that I use for the speedrun give me double weapon ammo and allow me to move approximately twice as fast. The only other really "viable" parts give Mega Man an extremely high jump or allow him to charge the buster much quicker. I think the super jump is actively bad in this game because so many stages are enclosed, and the fast buster charge is worse than extra weapon ammo, I think.
Also worth mentioning is that I am choosing to run on hard difficulty, which removes *all* extra lives, E tanks, and health/ammo drops.
I'll be working on this run on console as I have time! I don't plan to stop until I at least get a deathless run.
Crossing this pit skips the entirety of the Jade Mine and saves quite a lot of time. You lose some exp, but it's not a big deal.
I have no idea how much ammo the speedrun needs, normally uses, or can pick up, so I just used axe liberally. With the exception of the two axe item crashes in the middle of that screen (to kill the bone armor stacks without damage, and break the column early for some lag reduction), I think most of the other axes can be omitted.
The main issue is handling the pattern of the bone dragon in the middle of the screen. With this setup, you can survive one hit from him. Besides that, everything else is really consistent! I didn't time shit, so it's very likely that this is slower, but I'm just throwing the ideas out there anyways in case someone can build off of it.
Short hop at the top of ladder, jump and hold A when Mega Man's leading foot touches the edge of the platform, release A briefly just before touching the spikes.
Please ignore the scrolling purple/green color bar and audio buzzing. My Powerpak wishes every day for a swift death and I refuse to grant its wish.
Shoutouts to Mecha Richter for selling me this cart like 8 years ago. I loved this game and I hope that more people will give it a shot after they see my runs/streams of it.
This category uses the Rotayo Skip to go straight to Toronto at the beginning of the game, skipping the first two dungeons in their entirety. Starting the run in the third dungeon with no fairies, no stat-ups, and only starting equipment is a substantial challenge. The speedrun would be hard enough even when appropriately prepared, but with so few resources available this becomes a tremendous hurdle.
This is what I'd consider the "entry-level" route. This category will always be incredibly difficult, but this route incorporates a lot of extra safety measures without sacrificing large chunks of time. There is only one shopping trip for the entire run, and I collect exactly enough hearts/equipment to guarantee that I will survive two hits from the final boss and *usually* survive two hits from the Ghost boss.
The next step is to update the route to cut out most of the equipment and hearts, and add some of the other skips that I know about (notably the Early Ocean Key skip), but that will require a pretty substantial reroute and a lot of practice.
As for the execution in this, I'm very pleased! I have no unintentional deaths, but I did have some pretty sloppy mistakes here and there and failed the full Droog RNG manipulation. Both boss fights were incredible, though. Please refer to the audio commentary for more details on mistakes and route considerations!
Shoutouts to Mecha Richter for selling me this cart like 8 years ago. I loved this game and I hope that more people will give it a shot after they see my runs/streams of it.
This category uses the Rotayo Skip to go straight to Toronto at the beginning of the game, skipping the first two dungeons in their entirety. Starting the run in the third dungeon with no fairies, no stat-ups, and only starting equipment is a substantial challenge. The speedrun would be hard enough even when appropriately prepared, but with so few resources available this becomes a tremendous hurdle.
This is what I'd consider the "entry-level" route. This category will always be incredibly difficult, but this route incorporates a lot of extra safety measures without sacrificing large chunks of time. There is only one shopping trip for the entire run, and I collect exactly enough hearts/equipment to guarantee that I will survive two hits from the final boss and *usually* survive two hits from the Ghost boss.
The next step is to update the route to cut out most of the equipment and hearts, and add some of the other skips that I know about (notably the Early Ocean Key skip), but that will require a pretty substantial reroute and a lot of practice.
As for the execution in this, I'm very pleased! I have no unintentional deaths, but I did have some pretty sloppy mistakes here and there and failed the full Droog RNG manipulation. Both boss fights were incredible, though. Please refer to the audio commentary for more details on mistakes and route considerations!
Clearing this stage ordinarily requires playing through a third extremely long screen to access the upper section of the second screen, but I found a pretty incredible damage boost that allows us to just barely skip to the boss directly. IIRC the first vertical grapple extends your hitbox upwards enough to get hit by the enemy, which forces the camera high enough to let us grapple the ceiling.
The enemy pathing at the top is consistent if your movement is consistent, so it should work every time if you don't make a mistake. You basically get exactly one try, though. It requires pretty particular positioning, but is manageable in real time.
This is a very old strat, and was used in my runs 3-4 years ago, but those runs were deleted and I never uploaded the strats. I plan to eventually make a video detailing the speedtech/skips in this game, but until then I wanted to at least make sure this was public.
Anyways, all you have to do is hold left on that platform and do a 1- or 2-frame jump. Each jump advances you a few pixels, and once you're far enough into the conveyor, you'll fall through. You can do it with just one jump if you slightly clip into the corner as you land on the platform (as in this video).
It is possible to cleanly fall through the gap with a jump from the conveyor (doing a mid-height jump and turning around at the proper time), but it is very difficult.
This doesn't work with other geometry (a 2-tile high wall with no gap doesn't seem to work), so I don't think this can be used elsewhere. Maybe it'll give other people ideas, though.
This run was from July 18th, 2015. I've recently been going back and recording commentary for some of the runs that have been lacking it, and this was near the top of the list of the ones I wanted to cover. I (PJ) control the wizard and MURPHAGATOR controls the warrior, and he is also helping out with commentary!
This was played online on Unfair difficulty on version 1.02. In-game time is 46:55.391 and is the preferred timing method since it has proven to be accurate as long as you do not redo any stages.
We covered basically everything in this commentary I think, but if there are any other questions, feel free to ask!
This is a nearly *20 minute* improvement over my old WR from 2015. Since then, my movement has improved immeasurably thanks to the time I spent optimizing the challenge rooms and working on any%. I'd say movement improvements accounts for ~14 minutes of this timesave (faster load times are probably 2 min, and the rest is new strats). Climbing onto ledges and turning around before starting a swing from a vertical grapple cost a minor amount of time each, so I've developed methods to avoid these (swinging onto ledges instead of climbing straight up, turning around in mid-air before grappling, etc) and then applied them to every grapple in the entire game. It took awhile to build the muscle memory to use the new techniques, but it was worth it!
There were some other minor developments (i.e. the wall kick wall climb in Agramonte Mines), but the major route improvement has been the discovery of Early Yoro Viper for the Xbone (there was a technique on the 360 that almost never worked, but was still technically possible). This strat is completely random and skips 3 entire stage revisits in this category, amounting to about 2.5 minutes of savings with good luck on the skip. This run took 12 attempts at it, so I lost like 20 seconds compared to very good luck.
Overall, my play quality in this run is incredible. Very good consistency and very clean movement. My goal time was a 1:09:xx but it wasn't destined to be. I had a few minor mistakes in Descent that added up, but the big issue was Countdown. I failed the first pickup grab and was shot by a soldier at the end for a really big fall (literally have never seen that before) which cost me the 1:09:xx on its own. My Early Yoro Viper luck was terrible, and I had some other bad luck here and there, but for the parts in my control I played extremely well.
Despite not hitting goal time, I'm very pleased and will move on for now. Early Yoro Viper is a real pain to deal with because I can only start about one run per hour. I love this game, but only getting one chance per hour to get through the remainder of this impossible run gets really daunting. On some days, every run that gets the skip dies in stage 4 or 6 so I never really get to play most of the run.
This run was done live on my Twitch channel, so feel free to watch the VOD there if you'd like: twitch.tv/videos/681890718
This is a nearly *20 minute* improvement over my old WR from 2015. Since then, my movement has improved immeasurably thanks to the time I spent optimizing the challenge rooms and working on any%. I'd say movement improvements account for ~14 minutes of this timesave (faster load times are probably 2 min, and the rest is new strats). Climbing onto ledges and turning around before starting a swing from a vertical grapple cost a minor amount of time each, so I've developed methods to avoid these (swinging onto ledges instead of climbing straight up, turning around in mid-air before grappling, etc) and then applied them to every grapple in the entire game. It took awhile to build the muscle memory to use the new techniques, but it was worth it!
There were some other minor developments (i.e. the wall kick wall climb in Agramonte Mines), but the major route improvement has been the discovery of Early Yoro Viper for the Xbone (there was a technique on the 360 that almost never worked, but was still technically possible). This strat is completely random and skips 3 entire stage revisits in this category, amounting to about 2.5 minutes of savings with good luck on the skip. This run took 12 attempts at it, so I lost like 20 seconds compared to very good luck.
Overall, my play quality in this run is incredible. Very good consistency and very clean movement. My goal time was a 1:09:xx but it wasn't destined to be. I had a few minor mistakes in Descent that added up, but the big issue was Countdown. I failed the first pickup grab and was shot by a soldier at the end for a really big fall (literally have never seen that before) which cost me the 1:09:xx on its own. My Early Yoro Viper luck was terrible, and I had some other bad luck here and there, but for the parts in my control I played extremely well.
Despite not hitting goal time, I'm very pleased and will move on for now. Early Yoro Viper is a real pain to deal with because I can only start about one run per hour. I love this game, but only getting one chance per hour to get through the remainder of this impossible run gets really daunting. On some days, every run that gets the skip dies in stage 4 or 6 so I never really get to play most of the run.
This run was done live on my Twitch channel, so feel free to watch the VOD there if you'd like: twitch.tv/videos/681890718
In the audio commentary, I cover basically everything that I care to talk about, but I guess I can give some quick summary points. This run is deathless, not only because it is faster, but also because this "category" necessitates it. I had no plans of improving this because everything went basically exactly the way I wanted it to go, but upon rewatching I think I found a few improvements that I want to look into. I might return to this run to try to get a 1:1X, but I am not making any promises.
I hope you enjoyed this run, and I also hope that the commentary is at least partially coherent.
If you want to watch this run without audio commentary, you can find it here: youtube.com/watch?v=TPFpdBQk_HQ
This run was streamed live on my Twitch channel, so you can also watch that highlight here: http://www.twitch.tv/pjdicesare/v/28708013
This is the current world record for this category. This was run using the original US version on original hardware with a standard SNES controller; there are several ports for this game but they are mostly inaccurate.
This PB is from December 2019 and I never uploaded it because it has some pretty major issues. I wanted to get a 46:3X or so before I moved on, but after I got back from AGDQ I just wanted a break from this game. I'll eventually get back to this category but for now this is my PB/WR.
100% in this game is really neat because it requires collecting a lot of different items, many of which actually change the way that the game is run. The stage order is completely different, we get to see a lot of different boss kills and stage strats, and we get to use Super Adapter! The items required for 100% are:
-Rush Search (Freeze Man's stage)
-Rush Jet (Junk Man's stage)
-Exit Module (dug up in Freeze Man's stage or purchased from the shop)
-Super Adapter (requires the four rush plates from the first four stages)
-Hyper Fist upgrade for Super Adapter (dug up in Turbo Man's stage or purchased from the shop)
-Proto Shield (requires visiting Proto Man in Cloud and Turbo Man's stages and then fighting Proto Man in Shade Man's stage)
-Beat (Slash Man's forest)
-Energy Balancer (dug up in Shade Man's stage or purchased from the shop)
-Auto's hyperbolt (Spring Man's stage)
This is the current world record for this category. This was run using the original US version on original hardware with a standard SNES controller; there are several ports for this game but they are mostly inaccurate.
This PB is from December 2019 and I never uploaded it because it has some pretty major issues. I wanted to get a 46:3X or so before I moved on, but after I got back from AGDQ I just wanted a break from this game. I'll eventually get back to this category but for now this is my PB/WR.
100% in this game is really neat because it requires collecting a lot of different items, many of which actually change the way that the game is run. The stage order is completely different, we get to see a lot of different boss kills and stage strats, and we get to use Super Adapter! The items required for 100% are:
-Rush Search (Freeze Man's stage)
-Rush Jet (Junk Man's stage)
-Exit Module (dug up in Freeze Man's stage or purchased from the shop)
-Super Adapter (requires the four rush plates from the first four stages)
-Hyper Fist upgrade for Super Adapter (dug up in Turbo Man's stage or purchased from the shop)
-Proto Shield (requires visiting Proto Man in Cloud and Turbo Man's stages and then fighting Proto Man in Shade Man's stage)
-Beat (Slash Man's forest)
-Energy Balancer (dug up in Shade Man's stage or purchased from the shop)
-Auto's hyperbolt (Spring Man's stage)
I've been going through some of my older runs that lacked commentary and finally recording commentary, and as a run from 2015 this definitely qualifies. Haha. I didn't have time to go over as much of the route details and whatnot as I wanted because I got caught up in some other stuff, but if you want to read more, I included links at the bottom of the description.
This run was performed using the Rare Replay port as opposed to the original ZX Spectrum version. As far as I can tell from footage of the original, it looks accurate. I initially thought the immense lag was a porting problem, but it runs that way on ZX Spectrum as well. I haven't played the original enough to say that it is fully accurate, but from my brief time with it it seemed comparable.
This was a really fun project to work on, but I have no interest in improving this run. I'll be the first to say that this run CAN be improved, but the execution is not nearly as interesting to me as the routing was.
I wrote an enormous amount about the game mechanics, RNG seeding, etc, for an SDA submission. If you are interested in reading about it, you can check the pastebin below:
http://pastebin.com/LBCmxAGk
I also alluded to the StrategyWiki page a number of times in this commentary, and you can find that page here:
strategywiki.org/wiki/Knight_Lore
For timestamped links to each challenge and more information about the Choo Choo Challenge, please refer to my website: thesupersnes.tv/casual/banjo-kazooie-nuts-bolts/choochoo-challenge
For timestamped links to each challenge and more information about the Choo Choo Challenge, please refer to my website: thesupersnes.tv/casual/banjo-kazooie-nuts-bolts/choochoo-challenge
Robot Factory is a pretty simple level. It can be broken down into three phases:
1. Switch shots with rocket launcher
2. Gas jet gauntlet
3. Floor clips
Phase 1 is pretty simple with this approach. Shooting the switches in this manner works most of the time (as opposed to requiring good rocket trajectory RNG), and it isn't too hard. I had a few ideas for variations on the first room that felt faster, but I couldn't say for sure and it was far less consistent.
Phase 2 is incredibly inconsistent. I think these gas jets are on a cycle based on level start, because if I was slightly faster or slower then I noticed that I'd die in a different spot each time. There are much faster ways to traverse this corridor but they always kill me if I get there on this pace.
Phase 3 is kind of simple, but I need all three clips to be done efficiently and first try. I required the first clip to be done with the jump-slide approach as opposed to the ground pull because it is faster.
Everything went well here! The only real improvement would be to swing very slightly farther after the invisible barrel clip at the end so I land directly on the elevator, but it doesn't cost much time to land where I did here. One other minor thing of note is that you can abuse the in-game timer because it doesn't count while the door-opening cutscenes are playing. You can save a little bit of time by falling/getting pulled by conveyors during these cutscenes, but I don't like compromising the integrity of an otherwise-very-good timer. ZELLO also doesn't abuse this, and he's the only competition so we skip those cutscenes as early as we can.
For timestamped links to each challenge and more information about the Choo Choo Challenge, please refer to my website: thesupersnes.tv/casual/banjo-kazooie-nuts-bolts/choochoo-challenge
For timestamped links to each challenge and more information about the Choo Choo Challenge, please refer to my website: thesupersnes.tv/casual/banjo-kazooie-nuts-bolts/choochoo-challenge
For timestamped links to each challenge and more information about the Choo Choo Challenge, please refer to my website: thesupersnes.tv/casual/banjo-kazooie-nuts-bolts/choochoo-challenge
For timestamped links to each challenge and more information about the Choo Choo Challenge, please refer to my website: thesupersnes.tv/casual/banjo-kazooie-nuts-bolts/choochoo-challenge
For timestamped links to each challenge and more information about the Choo Choo Challenge, please refer to my website: thesupersnes.tv/casual/banjo-kazooie-nuts-bolts/choochoo-challenge
I did this run back in May 2017 and was so mad at it that I deleted the VOD and never planned to upload this recording. Unfortunately (or maybe fortunately) I never returned to this run so this is still my PB and the WR right now. I don't think it's fair to other prospective runners that the video isn't available, so I finally decided to encode and upload it!
There are two playable characters in this game, and I don't think they have any canon name so I've just been referring to them as the guy and the girl. This is the any% run with the girl. Their mechanics are slightly different, but the main difference is that two of the stages are completely different. The guy is just over a minute faster because his stages are shorter (after major sequence breaks). I'll make a separate video with some more info, since my PB/WR with the guy isn't saved anywhere, even locally.
This is by far the worst Bionic Commando game casually, and probably the worst to speedrun. It has a TON of different boss strats and level strats (several different ways to clip through ceilings, a ton of really important camera manipulation, some elevator skips, equipment glitches, damage boosts, etc) which make it slightly more interesting, but it is pretty awful to actually run.
If you're interested in more info, I highly recommend watching with the audio commentary (link at the top of the description).
I did this run back in May 2017 and was so mad at it that I deleted the VOD and never planned to upload this recording. Unfortunately (or maybe fortunately) I never returned to this run so this is still my PB and the WR right now. I don't think it's fair to other prospective runners that the video isn't available, so I finally decided to encode and upload it!
There are two playable characters in this game, and I don't think they have any canon name so I've just been referring to them as the guy and the girl. This is the any% run with the girl. Their mechanics are slightly different, but the main difference is that two of the stages are completely different. The guy is just over a minute faster because his stages are shorter (after major sequence breaks). I'll make a separate video with some more info, since my PB/WR with the guy isn't saved anywhere, even locally.
This is by far the worst Bionic Commando game casually, and probably the worst to speedrun. It has a TON of different boss strats and level strats (several different ways to clip through ceilings, a ton of really important camera manipulation, some elevator skips, equipment glitches, damage boosts, etc) which make it slightly more interesting, but it is pretty awful to actually run.
For timestamped links to each challenge and more information about the Choo Choo Challenge, please refer to my website: thesupersnes.tv/casual/banjo-kazooie-nuts-bolts/choochoo-challenge
For timestamped links to each challenge and more information about the Choo Choo Challenge, please refer to my website: thesupersnes.tv/casual/banjo-kazooie-nuts-bolts/choochoo-challenge
For timestamped links to each challenge and more information about the Choo Choo Challenge, please refer to my website: thesupersnes.tv/casual/banjo-kazooie-nuts-bolts/choochoo-challenge
The reason to use jet for Doc Wood is that the rush bullet glitch can pierce his leaf shield and damage him before he is technically vulnerable. If you can get 6 hits in that cycle (which I haven't done before), you can skip his second cycle and save a bunch of time.
As of right now, this strat is just a solid time loss. Eventually it might turn into something if someone can find a missing piece of the puzzle.
My goal is to 100% this playthrough, and although I had my doubts at times, I managed to do it! For a full list of completed Jiggy/Jinjo challenges with timestamps to each video, please visit my website: thesupersnes.tv/casual/banjo-kazooie-nuts-bolts/highlander-challenge
We got the Stop 'n Swop crates, the last 10 notes I needed, and then beat up Grunty thanks to rust ball. This was a really fun challenge! Thank you all for following along with me!
If you are interested in supporting me through other means besides Twitch or Youtube, feel free to consider my Patreon! patreon.com/thesupersnes
My goal is to 100% this playthrough, but I think there are some challenges that may not be possible with this restriction. I'll do the best I can, though! For a full list of completed Jiggy/Jinjo challenges with timestamps to each video, please visit my website: thesupersnes.tv/casual/banjo-kazooie-nuts-bolts/highlander-challenge
We finished up Logbox and Jiggosseum and LOG's final challenge in Spiral Mountain, but we failed to defeat Grunty. The Jiggosseum did not disappoint! The physics in this segment were....not cooperative. I couldn't get things to work properly so I aborted the Grunty challenge before getting too mad. Will finish this up next time!
If you are interested in supporting me through other means besides Twitch or Youtube, feel free to consider my Patreon! patreon.com/thesupersnes
Give Mecha Richter a follow! He was my co-op partner for this run and many others over the years:
twitch.tv/mecharichter
twitter.com/mecharichter
This is the current world record for Teenage Mutant Ninja Turtles 3: The Manhattan Project for NES! Mecha Richter and I recorded this while on-site at SGDQ 2019. This particular run was the first run of the day on the Wednesday of that week. We were running short on time so we decided to keep this run for now, but we hope to get a mid 32 in the future!
We cover most of the details in the commentary, but in short, this time was only possible due to the discovery of the "ghost turtle glitch". In stage 3, we are able to kill each other in such a way that the game thinks we are dead, but doesn't remove us from the game. Playing in this way gives us the spawns for a single-player game (or in some cases, even fewer) and lower boss health; when playing with 2 living players, the game gives us more enemies to fight and bosses have more health.
We are playing on the US version with friendly fire and on a standard console with no cheats active. We are forced to start with 3 lives (as opposed to 7 on the JP version), which makes things quite a bit more dangerous. Death abuse is extremely good in this game, but we also have to play at 1 HP for most of the game because of the nature of the special attack. It is rather difficult to actually finish a run of this in co-op with all of the intended death strats.
My goal is to 100% this playthrough, but I think there are some challenges that may not be possible with this restriction. I'll do the best I can, though! For a full list of completed Jiggy/Jinjo challenges with timestamps to each video, please visit my website: thesupersnes.tv/casual/banjo-kazooie-nuts-bolts/highlander-challenge
We start and finish the Terrarium of Terror here, and manage our first out-of-bounds discovery since I've started playing this game! I was expecting some of these challenges to be impossible given the restrictions, but I managed to get the trophy in every challenge! Now we just have Jiggosseum, the final act of Logbox, and the finale!
If you are interested in supporting me through other means besides Twitch or Youtube, feel free to consider my Patreon! patreon.com/thesupersnes
My goal is to 100% this playthrough, but I think there are some challenges that may not be possible with this restriction. I'll do the best I can, though! For a full list of completed Jiggy/Jinjo challenges with timestamps to each video, please visit my website: thesupersnes.tv/casual/banjo-kazooie-nuts-bolts/highlander-challenge
This segment made some good progress! We finished Nutty Acres and the entirety of Banjoland! Working our way towards 90 jiggies so we can get super wheels!
If you are interested in supporting me through other means besides Twitch or Youtube, feel free to consider my Patreon! patreon.com/thesupersnes
My goal is to 100% this playthrough, but I think there are some challenges that may not be possible with this restriction. I'll do the best I can, though! For a full list of completed Jiggy/Jinjo challenges with timestamps to each video, please visit my website: thesupersnes.tv/casual/banjo-kazooie-nuts-bolts/highlander-challenge
This segment did a few more acts in Nutty Acres and Logbox! Just one more act remaining in each of them. We finished a lot of the more complicated challenges, and with vehicles I didn't expect to be competent!
If you are interested in supporting me through other means besides Twitch or Youtube, feel free to consider my Patreon! patreon.com/thesupersnes
First screen: Standard strat is to use junk shield for the pit jumps in the middle to avoid getting hit by the pit guys. The issue is that you have to take your jumps and slides sub-optimally or they have a chance of passing through you, and you're always at risk of collecting drops. Using wild coil permits optimal sliding, but is harder to weapon swap to. The first screen is routed around that now.
Fan screen: Standard strat is also junk shield. With perfect fan patterns and a junk shield detonation hit, you save time. You lose time in all other situations, from my testing, over the scorch wheel strats. This is the optimal pattern just to show how it *should* work. When sliding, scorch wheel can hit enemies falling on Mega Man, and when walking, scorch wheel hits in front and behind.
Tire stack: Entering with a charged noise crush and firing that at the stack and an uncharged at the loose tire is optimal. You can R+L and swap to Jet (this savestate doesn't have Rush Search, so it is one menu movement faster than you'd see otherwise) or just press down three in the menu. Tire stack takes 4 lemons to die after that, which can be done easily while Jet is forming.
Bass 1: Bass is scripted, so this pattern will work every time unless you screw up. This is incredibly lenient, kills him in the fewest possible jumps while positioning Mega Man right next to the door, and costs only 2 health so you lose minimal time from drops in the roach screen. Use this strat.
My goal is to 100% this playthrough, but I think there are some challenges that may not be possible with this restriction. I'll do the best I can, though! For a full list of completed Jiggy/Jinjo challenges with timestamps to each video, please visit my website: thesupersnes.tv/casual/banjo-kazooie-nuts-bolts/highlander-challenge
As with most of these, the first video segment is mostly just collecting crates and notes, upgrading banjo, and grabbing town jiggies. This also cleared Nutty Acres acts 1-3, and Logbox acts 1-2.
If you are interested in supporting me through other means besides Twitch or Youtube, feel free to consider my Patreon! patreon.com/thesupersnes
This run was done on the US version and without resets, as those impact the RNG and would drastically change the route for this game. My best time, and current world record, on the Japanese version is a 3:14:20 and can be seen here: twitch.tv/videos/419640700
You can find additional information about Robotrek on my website, including a full bestiary, detailed battle mechanics info, and damage calculations:
thesupersnes.tv/compendium/robotrek
I'm really happy with this run, but it can improved by a lot. This is the most representative Robotrek run I can imagine; I got unbelievably amazing luck in several fights, and ridiculously bad luck in most of the rest of the game. It is a perfect representation of how speedruns of this normally pan out. I imagine this version can drop down to a 3:15 or lower with good luck and a more patient runner, but that is not me. I am very satisfied with what I've accomplished, and I'm looking forward to seeing where it goes in the future!
This run was streamed live on my Twitch channel. To watch this run with the live commentary, you can find it here: twitch.tv/videos/415576353
patreon.com/thesupersnes
The Phantom Hit is a new and rather baffling glitch that has been plaguing us recently, so i decided to look into it a bit further. I cover everything in about as much detail as I can here, but to make things a bit easier to navigate, I have included some timestamps below.
If you have any questions or ideas, please don't hesitate to comment and start a discussion! The more eyes, the better, especially with something like this.
Download link to Bizhawk 1.9.1 movie files:
http://thesupersnes.tv/tutorials/MM7/MM7_PhantomHit.zip
Notable timestamps:
Intro: 0:00
Demonstration: 1:00
Hypothesis: 2:40
Community participation: 4:39
Phantom hit properties: 5:43
Zip application: 6:56
Phantom hit properties (cont'd): 8:16
Spring setup: 10:15
Water setup: 12:11
Burst Man boss chamber setup: 13:01
Future work: 17:26
I cover in more detail in this video, but my plans are to use Patreon (patreon.com/thesupersnes) to gauge interest in my supplemental Youtube and website content (tutorials, interesting glitch videos, detailed game databases, etc). While I have no plans to add exclusive Patreon content (outside of a Discord channel for patrons to give more direct feedback), and all of my information will be public eventually, the rate at which I work on it will be influenced by the amount of support and interest in these projects.
If you want to support me, my stream, or this supplemental content, please consider Patreon:
patreon.com/thesupersnes
Timestamps:
Intro: 0:00
Youtube content: 1:03
Website content: 4:46
Patreon plans: 7:53
Curious to see how the strats develop from here!
Timing comparisons:
Pure slash claw loop: 31.9 seconds
2-claw loop (safe): 31.7 seconds
2-claw loop (very dangerous): 30.5 seconds
1-claw loop (in video): 28.6 seconds
Bracket (spoilers!) can be found at challonge.com/badidea12 . Team rosters and more detailed information can be found on my website: thesupersnes.tv/casual/baseball-simulator/tournament12
Cloud visit: 1:39
Pre-fight cutscene (setup concept): 3:27
Pre-fight cutscene (demo): 4:57
Post-fight cutscene: 5:56
In short, this can skip 3 of Proto Man's 4 cutscenes, and will save some amount of time in a TAS. Definitely not worth trying in an RTA though. You need to collect a health or ammo refill at some point after a cutscene begins, done via Rush Search. Rush has a 25% chance of digging up either a health or ammo refill, and it cannot be manipulated.
After testing, it looks like it is a 25% chance to get either a large/small health or ammo, but we enter this with full health normally. If we want just ammo, it's 12.5%. This doesn't work on the robot masters or wily castle bosses, but it does work on the first Proto Man appearance (in Cloud stage), and in both cutscenes of the Proto Man fight.
Bracket can be found at challonge.com/badidea11 . Team rosters and more detailed information can be found on my website: thesupersnes.tv/casual/baseball-simulator/tournament11
"Difficulty 202" is a difficulty that can only be accessed by password (SWXZ LKCF XHLW for game start). This is an unintended bug in the password system that allows me to play with extremely enhanced enemy stats. Nearly every enemy is a one-hit KO on this mode and has extreme amounts of health. For a full bestiary, please visit my website: thesupersnes.tv/compendium/actraiser2
This run is ridiculously good. As far as I know, nobody else has even completed this mode, but I'm confident in calling it world record even if they have. I recommend watching with commentary to understand better what is going on. Eventually I will make some supplemental videos to help explain the difficulty system and the "shadow sprite glitch" more.
I'll eventually come back to this to get a deathless sub-1 hour run, but I'm satisfied with this for now.
This run was performed live on my Twitch channel, so if you want to watch with live commentary you can see it here: twitch.tv/videos/343498444
"Difficulty 202" is a difficulty that can only be accessed by password (SWXZ LKCF XHLW for game start). This is an unintended bug in the password system that allows me to play with extremely enhanced enemy stats. Nearly every enemy is a one-hit KO on this mode and has extreme amounts of health. For a full bestiary, please visit my website: thesupersnes.tv/compendium/actraiser2
This run is ridiculously good. As far as I know, nobody else has even completed this mode, but I'm confident in calling it world record even if they have. I recommend watching with commentary to understand better what is going on. Eventually I will make some supplemental videos to help explain the difficulty system and the "shadow sprite glitch" more.
I'll eventually come back to this to get a deathless sub-1 hour run, but I'm satisfied with this for now.
This run was performed live on my Twitch channel, so if you want to watch with live commentary you can see it here: twitch.tv/videos/343498444
Ajarmar's much more intelligent route uses different rush coils throughout the level and saves one extra for the final room. After the rush cancels to get to that upper platform, he waits and rush coils once more up the right side of the traffic cone platform. Since this stage is 2nd in the route, I will be opting for the much more dangerous spike jump strat. I do not recommend this.
Unless something new is found, this will be the route I use through this stage. Time to work on the others some more!


