Submission #5943: Jigwally's Genesis Chester Cheetah: Wild Wild Quest in 11:31.22

Sega Genesis
baseline
(Submitted: Chester Cheetah 2 - Wild Wild Quest (U) [!].bin USA)
BizHawk 2.2.2
41420
59.922751013550524
5444
Unknown
Submitted by Jigwally on 4/25/2018 10:41 AM
Submission Comments
- Uses hardest difficulty - Genre: Platform
TASed on BizHawk 2.2.2 with Genplus-gx core.
General info:
  • Goal is to get the map in every level, then defeat the boss.
  • Chester has a possible velocity of 0 to 3, with 3 being his speed while running or jumping mid-run (unless he's underwater where jumping is slower than running).
  • He moves slower on slants so I try to jump over them at every opportunity.
  • After landing from jumps onto a flat surface Chester usually does a short bounce. I try to turn this to my advantage whenever possible.
  • Upon landing after bouncing on an enemy Chester has to start his running animation again, so I avoid jumping on enemies if I can.
  • High jump is always the same height & is necessary to break through blocks from below.
  • Chester can "swim" up to 3 times to gain extra height in mid air. This counter resets after bouncing on an enemy. I use this repeatedly in the run to help hit bosses on the first possible frame.
  • He can also grab onto the sides of platforms & pull himself up.
  • Pressing down causes Chester to fall a little bit faster.
  • It's possible in some cases to despawn enemies or even items like the map by approaching them in a certain direction.
Stage comments:
Not-So-Great Falls
  • As you can see at the end there's a quirk where you can be in the "middle" of a platform after jumping from below. Not used anywhere else in the run.
  • The plane boss is manipulated to keep appearing from the same side so that I can use air swims to repeatedly hit it.
  • For the very last hit, landing on the plane as soon as possible actually wastes time because you have to wait for the dead boss to slowly move off-screen before the fight actually ends. I instead wait to hit him on the most optimal frame.
Lostin
  • This is the only level I have to spend any time underwater.
  • I had to change my position slightly on the very last hit on the boss to avoid getting hit myself.
Un-Clearwater
  • This boss has three hitboxes: the two larger heads and the smaller head on top. Hitting the smaller head causes the boss to shoot projectiles that take too much time to avoid.
  • It takes 44(!) hits on the larger heads total to kill this boss. However if you accumulate 23 hits on the larger heads and then hit the top head for the 24th hit he will instantly die.
Little Shock
  • This boss is really boring! He looks like Karnov.
Omahog
  • Despawned a pitchfork hazard on the first cow platform.
  • Caused noticeable lag by spawning the maximum number of bombs on the boss.
Wallup
  • Had to stop my run just briefly to avoid the 2nd boulder.
  • This boss is really as easy as he looks.
Numb
  • Careful use of the jump bounce at the very end.
  • Had a hard time staying underneath the hitbox for the boss's spiked ball attack.
Quakersfield
  • Another careful use of the bounce to get the map.
Rally
  • I was able to end the movie early by orienting myself such that Chester continues bouncing automatically.
Possible improvements:
  • Test more on despawning certain enemies.
  • Probably possible to cut frames on some boss fights (especially in Un-Clearwater).
  • Also probably possible to end the movie on an earlier frame on Rally with more clever input.
  • It might be more entertaining to see this done on Easy to shorten the boss fights.

ThunderAxe31: Judging.
Last Edited by adelikat on 10/25/2023 11:11 PM
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