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#637989596496207695 - All Tracks Improvement by 33 seconds

Top Gear 2 (USA) All Tracks 20606.bk2
In 2:06:06.67 (454748 frames), 137648 rerecords
Game: Top Gear 2 ( SNES, see all files )
83 downloads
Uploaded 9/16/2022 9:14 PM by Technickle (see all 158)

What's New

  • Cologne Track Skip 3/3 laps
  • Delhi Track Skip 3/3 laps
  • Seville Wall Glitch Improvement 3/3 laps
  • Improved Downshift Boosting | 180 and below 2nd Gear 210 -> 4th Gear 228 -> 6th Gear

Tracks Skipped

  • London
  • Sheffield
  • Banff
  • Hugh Sitton
  • Bordeaux
  • Cologne
  • Meteora (Yes the bump is faster)
  • Santorini
  • Bombay
  • Delhi
  • Taj Mahall
  • Dublin
  • Galway
  • Pisa
  • Hiroshima
  • Mexico
  • Peru
  • Seville
  • Geneva
  • Grunwald
  • Los Angeles
Totals = 21/64 | 21-64 = 43

Tracks Yet to be Skipped

  • Toronto (yet to be found)
  • Aswan (Impossible?)
  • Nice (yet to be found)
  • Mykonos (yet to be found)
  • Limerick (Impossible?)
  • Florence (yet to be found)
  • Tokyo (yet to be found)
  • Copenhagen (yet to be found)
  • Chile (yet to be found)
Total = 9 | Sub 2 hours? (1:56:xx?)

Project Details

  • Started from a new state from the 113K rerecord movie file
  • Had some hiatus for about 5 months or so

Movie Details

  • Uses Bizhawk 2.6.2
  • Plays Hardest Difficulty
  • Manipulates RNG
  • Heavy Glitch Abuse
  • Improves the Previous Movie -> 2:06:39.41

Improvements?

  • Skip the 9 Tracks Listed
  • Maybe better RNG

#637948209520502829 - 35 frame improvement

Stone Protectors (Japan) 2 Players Improvement 1701 35 frames faster.bk2
In 17:01.80 (61409 frames), 21548 rerecords
86 downloads
Uploaded 7/30/2022 11:35 PM by Technickle (see all 158)
Better Zok fight.

#637947264584187275 - 37 frame improvement

Stone Protectors (Japan) 2 Players Improvement 1702 37 frames faster.bk2
In 17:02.38 (61444 frames), 20446 rerecords
71 downloads
Uploaded 7/29/2022 9:20 PM by Technickle (see all 158)
slowly improving. Sub 17 eventually.

#637944775598218944 - 2 Player Improvement

Stone Protectors (Japan) 2 Players Improvement 1702.bk2
In 17:02.97 (61479 frames), 15924 rerecords
67 downloads
Uploaded 7/27/2022 12:12 AM by Technickle (see all 158)
494 frame improvement | 8.13-seconds
  1. Level Improvements
  • Level 2: Punching with Chester and Katana Knife with Cornelius saves more time over mic tossing and punching the boss
  • Level 3: Katana Knife on boss
  • Level 4: Earlier Enemy Kills
  • Level 6: Kanata Knife the Masked Guards = Faster
  • Level 7: Kanata Knife some of the Masked Guards = Faster
  • Level 10: Faster Enemy Kills + Final Boss 18 frames saved = better positioning

#637915138516762691 - Turtles! - Floor 1

Turtles (1983)(Philips)(US) Floor 1.bk2
In 00:51.93 (3119 frames), 483 rerecords
Game: Turtles ( O2, see all files )
67 downloads
Uploaded 6/22/2022 4:57 PM by Technickle (see all 158)
Rough Concept version, & the game is difficult. The enemies are practically aggressive all the time with no breaks, so it would require some sort of Heavy RNG Manip for a true version.
Ends at Floor 2 Start.

#637911845804512457 - Stone Protectors 2 Players In 17:11.10

Stone Protectors (Japan) 2 Players Improvement.bk2
In 17:11.10 (61968 frames), 41255 rerecords
85 downloads
Uploaded 6/18/2022 9:29 PM by Technickle (see all 158)
388 frame improvement (6.45 seconds), over the previous 2P version.

#637911052131801660 - Tetris Attack - How to Improve

Tetris Attack (USA) (En,Ja) How to Improve.bk2
In 03:30.19 (12632 frames), 1916 rerecords
Game: Tetris Attack ( SNES, see all files )
77 downloads
Uploaded 6/17/2022 11:26 PM by Technickle (see all 158)

What's How to Improve

How to Improve, which covers Combos, Chains & Skill Chains. The game will automatically play for you demonstrating how it's done, however, I can take control of the cursor by holding both shoulder buttons.

How It's Played

Each section of the How to Improve has 4 levels of 'difficulty', Combos have 1-4, Chains have 1-4 & Skill Chains have 1-4. Each one will get more problematic as it gets further along.

No Ending

How to Improve doesn't have any official ending, by the game's standards, so the movie's input ends on the first possible input on the last 'puzzle'.

Confirmation Cancels

I can perfectly time a block to create a combo, chain, or skill chain and cancel the animation playing out using Confirmation Cancels. Confirmation Cancels are hearing the sound of "successfully complete" usually by the character making a noise, IE: Poochy Bark. Once I do, I'll be able to move on to the next one without having to wait.

Movie Goals

  • Uses Bizhawk 2.8
  • Plays How to Improve
  • No Official Ending
  • Acts as a demonstration for TAS's
  • Improves previous user file

#637907623105409166 - Tetris Attack - Puzzle Mode No Extras

Tetris Attack (USA) (En,Ja) Puzzle Mode No Extras.bk2
In 16:22.45 (59044 frames), 2348 rerecords
Game: Tetris Attack ( SNES, see all files )
81 downloads
Uploaded 6/14/2022 12:11 AM by Technickle (see all 158)
This Puzzle Mode cuts out the extra levels for fluff, so it's a little less than half the length of the movie that does do extras.
Also, not sure what happens sometimes with IGT, although I do everything, in the same manner, I see in the movie for extras. It could probably be improved if it's not an emulator bug, even if it's by 1 or 2 seconds.

Movie Goals

  • Uses Bizhawk 2.8
  • Aims for the Fastest Time
  • Provides Entertainment Value (with game cursor) - Spells TAS (secretly, requires extra slow motion to view), Messes Around Etc.
  • Genre - Puzzle

What is Puzzle Mode

  • Puzzle Mode is a mode in Tetris Attack, that has a set sequence of blocks, and a set sequence of chains and combos. Puzzle Mode serves not only as a challenge to the player to find the solution, but, to teach the player how the game works.

Stage by Stage Puzzle Solutions (written in a cryptic language to confuse the solver)

  • Yoshi: 1-01 ~ Move the Red block to the right to match 3
  • Yoshi: 1-02 ~ Move Teal block from bottom block to the right to match 4
  • Yoshi: 1-03 ~ Switch Green and Red blocks on the top to match 6
  • Yoshi: 1-04 ~ Switch Yellow and Dark Blue in the middle to match 10
  • Yoshi: 1-05 ~ Move Teal block from the far right to the left. Let it connect and the Green block will chain for 3x3
  • Yoshi: 1-06 ~ Bottom middle Purple and Red block swap to match 6
  • Yoshi: 1-07 ~ Teal block from the middle of the Red blocks, move that to the left for to fall to the bottom Teal blocks. The Red blocks will follow for a 4 match
  • Yoshi: 1-08 ~ Yellow block and Purple block swap on the right edge for a 6 match
  • Yoshi: 1-09 ~ Green block on the stairs, move to the left for a 3, and a chain x2 for the Teal blocks
  • Yoshi: 1-10 ~ Move Red and Yellow blocks at the bottom, and do the same for the top. Match the middle for a 10
[*Yoshi - 0'19]
  • Lakitu: 1-01 ~ Move red block out to the left, thus yellow will fall for chain & a match 4 with x2/4
  • Lakitu: 1-02 ~ Move Dark Blue block to the left, and thou shall fall with green. Dark Blue will fall from the top and match for 3 via x2
    • will update with more soon TM**

#637905716842865667 - 2 Players Levels 1-4 Improvement

Stone Protectors (Japan) 2 Players Levels 1-4.bk2
In 05:49.92 (21030 frames), 30321 rerecords
88 downloads
Uploaded 6/11/2022 7:14 PM by Technickle (see all 158)
Levels 1-4 in 5:49 Input Stops after pressing Start on the gem count screen for level 4
  • Level Notes have a very slight chance to change, depending on if I can figure out improvements*
  • This is 1-4 and counts more for a reference, not only for me to decide what to fix, but, also for the reader to know what's happening*

Level Notes

  • Level 1: Frostbite ~ Same as usual throughout just like it's shown in the 1 Player version. Chester is the 2nd player I control, so the boss fight is 155-ish frames faster.
  • Level 2: Crystal Mine ~ Using 2 players as an advantage, I can defeat each enemy much quicker by utilizing Cornelius's Mic Toss and Chester's 'Missile Dropkick'. Defeating every other enemy is practically the same as player 1. The boss which is the Stone Extractor/Gem Extractor turns from a movable object to an immovable. Having Chester punch and having Cornelius use Mic Toss does massive damage in a very quick and short time, one other factor Chester has is his punches which is his special weapon.
  • Level 3: Downward ~ Straightforward level, in which enemies drop down from above. TBF I didn't test if the Missle Dropkick works more effectively here, but, for now, I use Closeline Thunder Crush throughout. While the player 1 version has to manage 3 enemies at once by using a 'slower' move, 2 players can utilize the difference by splitting up the cost of defeating each individual enemy, faster. Lava Boss was quicker this time around, I found that I can do the Mic Toss glitch like in player 1, and now I can use Chester's Closeline to also make the Lava Boss take damage, which will cause double damage in 1 go. I do take intentional damage from the boss to get in a mic toss glitch and thunder crush to do the rest of the damage, and a Missle Dropkick to finish off.
  • Level 4: Beach Party ~ Level 4 starts out just like the player 1 version, however, I change up the killing of the 1st screen enemy to advance the screen while the enemy is blinking out of existence. Most of the level is practically the same. Tackle Jackle *not Tackle Jackal* is stuck in such a way that I can utilize both characters' heavy-hitting moves, without actually hitting the boss, thus for a super quick fight.
  • Level 2 Info: Timing each hit with Cornelius's Mic Toss and Chester's Missle Dropkick is important since killing each enemy in unison is extremely important. You don't want one enemy down while waiting for the other to be done. It's not only faster but, also looks somewhat cooler.*

#637897971811110089 - Stone Protectors 2 Players In 17:17.55

Stone Protectors (Japan) 2 Players Mode Finish.bk2
In 17:17.56 (62356 frames), 22953 rerecords
85 downloads
Uploaded 6/2/2022 8:06 PM by Technickle (see all 158)
There is still room for improvement, but I was certain that this couldn't be faster than the 1 player version, but somehow it still is regardless of the double gem count screen totals. I am not deterred by it being faster, but, still amazing that it can be. Let this be its own separate thing from its 1P counterpart, as I still want to make this as good if not better than the 1P TAS by about 15 seconds or so since now it's known to be faster.
This is a "Let's work from here, and see what's improvable" which is what I did for a long while with 1P

Character Choices

  • Cornelius ~ Seen in the 1 Player Version, Cornelius has a wide range of weaponry that helps quite a lot in terms of going fast, the only drawback to Cornelius is that his fists/Feet don't hit quite as hard as his Mic Toss or Ultra Sonic Reverb
  • Chester ~ While slow-moving, Chester has a move called Thunderin' Closeline Crush, which will primarily be used in this 2 player version. Chester Shares this move with Maxwell, but, unlike Maxwell, Chester's variation hits way harder. This move only requires 4 frames to activate and lasts a very short time, which is why I can spam it like crazy. This move requires RR/LL + RR to activate, and reverse with rr to do it the opposite way.

#637887625414606032 - Unfabulous In 45:52.98

Unfabulous (USA) Improvement ~ 30 Seconds.bk2
In 45:52.98 (164429 frames), 10325 rerecords
Game: Unfabulous ( GBA, see all files )
84 downloads
Uploaded 5/21/2022 8:42 PM by Technickle (see all 158)

Corrected Time

  • This is the correct after-credits version since there are 2 extra dialogue boxes to go through, therefore, it makes sense to end it after that.

Improved by

  • 1,795 frames or 30 seconds

Goals

  • Improves the previous movie
  • goes for fastest completion (still more room to improve if, I can somehow manipulate items gotten via NPCs).
  • Abuses Programming Errors
  • Glitch Abuse
  • Some Entertainment Value

Textbox Abuse

  • Textboxes, instead of having to wait out 22 frames before a textbox can advance, I can advance very early by abusing the pause function. This works by pressing start right before a textbox will appear (not right on the frame where it shows up), and it will end the textbox quicker, by pressing start and A, and then A again to continue the string.

Textbox Boundaries

  • Some textboxes have a way to start a conversation, run away, and sometimes jump in order to go the opposite direction, this is useful for things like phone calls or getting the red dress from the dress shop.

Loading Zone Zip Jumping

  • This is done by pressing Up on a loading zone area, like 'Exit' in School, and pressing A on the same frame, which will cancel, leaving, and make Addie zip a little bit further down the hallway/house/mall. This saves 15 to 30 frames. 15 frames if ='d to 1 30 frames if ='d to 2 or more, ETC.

Item Receive Cancel

  • By starting a conversation with an NPC who gives an important item for story purposes, I can leave as soon as the textbox appears, and head to the next area, or closer to the next area. This works, since it's waiting for the player to press A to confirm that's what they wanted from the NPC. This can trick the game by leaving a certain area and pressing A right as the screen is nearly done fading, and it will cancel the animation of Addie getting the item, and giving me the item anyway in return.

#637886168282370057 - Unfabulous In 44:23.21

Unfabulous (USA) Improvement ~ No After Credits Version 1.bk2
In 44:23.21 (159067 frames), 11925 rerecords
Game: Unfabulous ( GBA, see all files )
80 downloads
Uploaded 5/20/2022 4:13 AM by Technickle (see all 158)

Story

  • Unfabulous is an American teen sitcom that aired on Nickelodeon. The series is about an "unfabulous" middle schooler named Addie Singer. The show, which premiered on September 12, 2004, was one of the most-watched programs in the U.S.

Improved By

  • 8,875 frame improvement - 2 minutes, 28 seconds.

Movie Goals

  • Uses Bizhawk 2.8
  • plays (whichever difficulty is automatically applied since there isn't a difficulty menu to choose from)
  • aims for fastest completion (probably can be improved somehow, but, unsure at this current time)
  • Abuses Programming Errors
  • Small Glitch Abuse (running with head backward during a conversation)

Textbox Abuse

  • Textboxes, instead of having to wait out 22 frames before a textbox can advance, I can advance very early by abusing the pause function. This works by pressing start right before a textbox will appear (not right on the frame where it shows up), and it will end the textbox quicker, by pressing start and A, and then A again to continue the string.

Textbox Boundaries

  • Some textboxes have a way to start a conversation, run away, and sometimes jump in order to go the opposite direction, this is useful for things like phone calls or getting the red dress from the dress shop.

Screenshots

#637885728025159229 - Unfabulous - After Credits Version

Unfabulous (USA) After Credits Version.bk2
In 48:51.75 (175106 frames), 16472 rerecords
Game: Unfabulous ( GBA, see all files )
72 downloads
Uploaded 5/19/2022 4:00 PM by Technickle (see all 158)
Fabulous.

#637885703412430214 - Unfabulous In 46:51.80

Unfabulous (USA) done.bk2
In 46:51.80 (167942 frames), 16428 rerecords
Game: Unfabulous ( GBA, see all files )
77 downloads
Uploaded 5/19/2022 3:19 PM by Technickle (see all 158)

Question it?

  • Don't Question It.

Faster than Normal?

  • 10 minutes, 23 seconds faster than RTA, there is probably some improvement somewhere, IE: running with textboxes active more, if possible.

Why There?

RTA also ends after the password is shown after the credits, but, this ends on the last meaningful input.

Why Did You Put Yourself Through This?

Shrug Emoji/Bored

Is This a Fabulous TAS?

  • Unfabulous + Fabulous = Good Game? = Good TAS?

Why is that Hallway So Long?

  • Unsure, but, it feels like it never ends.

Major New Strat Being Implemented In a New Movie

  • Note: This Movie is being improved, found a major strat improvement.

#637883330965039938 - 2 Player Mode - Rough Draft Level 1 through 7

Stone Protectors (Japan) 2 Players Mode Up to Level 8 Rough Draft Version 1.bk2
In 11:29.10 (41414 frames), 7023 rerecords
83 downloads
Uploaded 5/16/2022 9:24 PM by Technickle (see all 158)
Rough Concept of a 2 Player version that does 7 levels. This is by no means 'optimal' yet, but, maybe it will be eventually.

#637882531662064145 - 2 Player Mode - Rough Draft, Levels 1 & 2

Stone Protectors (Japan) 2 Players Mode Up to Level 3.bk2
In 03:15.55 (11752 frames), 1329 rerecords
73 downloads
Uploaded 5/15/2022 11:12 PM by Technickle (see all 158)
Completely Different from the 1 player movie, but, the gem count screen is slower, so it should be its own thing.
2 Players is a lot flashier I'll give it that.

#637879953148032680 - little time save

Stone Protectors (Japan) Improvement ~ 17 22 16.bk2
In 17:22.17 (62633 frames), 91646 rerecords
78 downloads
Uploaded 5/12/2022 11:35 PM by Technickle (see all 158)
  • 48 frames were saved
  • Any more time save?
  • Unsure at this current time, but, probably not, at least with the current strats. If there is somehow a screen wrap, that would be a big-time save
  • Level 1: 5770 (29 frames can be saved, but, worsens the boss fight, which causes it to be slower by about 50 frames)
  • Level 2: 10608 (none here)
  • Level 3: 15735 (2 or 3 frames can be saved before the boss, but, makes the boss fight worse)
  • Level 4: 20257 (more frames can be saved here, but, takes longer to walk to the right before Tackle Jackle and worsens the fight).
  • Level 5: 25480 (none here)
  • Level 6: 31526 (none here)
  • Level 7: 38671 (21 frames can be saved, but, the boss fight is slower by 36 frames afterward)
  • Level 8: 48435 (none here)
  • Level 9: 55406 (Punches are timed for specific attacks from Predatron in order to use the mic toss glitch)
  • Level 10: 62633 (none here)

#637879215803145095 - 2.27 second improvement

Stone Protectors (Japan) Improvement ~ 17 22.bk2
In 17:22.97 (62681 frames), 89579 rerecords
73 downloads
Uploaded 5/12/2022 3:06 AM by Technickle (see all 158)
136 frames faster.

#637878133131711289 - Improvement by 3.43 seconds

Stone Protectors (Japan) Improvement ~ 17 25.bk2
In 17:25.23 (62817 frames), 74003 rerecords
75 downloads
Uploaded 5/10/2022 9:01 PM by Technickle (see all 158)
there are 214 frames to save still, however, the problem is with the level 9 boss. The RNG to the initial fight was fine, but, saving those frames changes the fight for the worse it seems, might still be faster if I somehow figure out a good enough pattern, but still more testing needs to be done with that. Probably if figured out, the time would be closer to 17:22
This could be sooner rather than a later thing.

#637876624661690603 - Stone Protectors In 17:28.15

Stone Protectors (Japan) Improvement ~ 17 28.bk2
In 17:28.16 (62993 frames), 71194 rerecords
74 downloads
Uploaded 5/9/2022 3:07 AM by Technickle (see all 158)
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
~
  • 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

#637875408176500865 - Stone Protectors In 17:29.65

Stone Protectors (Japan) Improvement ~ 17 29.bk2
In 17:29.66 (63083 frames), 67968 rerecords
79 downloads
Uploaded 5/7/2022 5:20 PM by Technickle (see all 158)
finally sub 17:30

Movie Goals:

  • Uses Bizhawk 2.8
  • Uses Easiest Difficulty
  • Goes for Fastest Completion
  • Manipulates RNG
  • Takes Damage to Save Time
~
  • 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 5798
  • 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. He has more health than stage 1, but, defeating him is basically the same.
  • 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

#637874841851794041 - Stone Protectors In 17:30.48

Stone Protectors (Japan) Improvement ~ 17 30.bk2
In 17:30.49 (63133 frames), 63927 rerecords
77 downloads
Uploaded 5/7/2022 1:36 AM by Technickle (see all 158)
saved 165 frames on level 5 and 4 frames on level 6.
Should be close to done with this soon.

#637874623345093916 - Stone Protectors In 17:33.29

Stone Protectors (Japan) Improvement ~ 17 33.bk2
In 17:33.30 (63302 frames), 60222 rerecords
72 downloads
Uploaded 5/6/2022 7:32 PM by Technickle (see all 158)
saved 235 frames on level 8

#637873812730250129 - Stone Protectors In 17:37.20

Stone Protectors (Japan) Improvement ~ 17 37.bk2
In 17:37.21 (63537 frames), 57404 rerecords
78 downloads
Uploaded 5/5/2022 9:01 PM by Technickle (see all 158)
10 frames were saved on level 7 & 156 frames were saved on level 9 for a total of 166 frame improvement

#637872909825042936 - Stone Protectors In 17:39.97

Stone Protectors (Japan) Improvement ~ 17 39.bk2
In 17:39.97 (63703 frames), 55704 rerecords
77 downloads
Uploaded 5/4/2022 7:56 PM by Technickle (see all 158)
improved level 3 and a little bit of level 6 to save 367 frames for the sub 17:40
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