Submission #8496: OtakuTAS's NES Action 52: Robbie and the Robots in 03:37.38

Nintendo Entertainment System
(Submitted: Action 52: Robbie N The Robots)
baseline
(Submitted: Action 52 (USA) (Rev A) (Unl).nes USA,r0)
BizHawk 2.9.0
13064
60.0988138974405
679
PowerOn
Submitted by OtakuTAS on 8/5/2023 6:03 PM
Submission Comments
This game, like all Action 52 games, runs on a "one on one off" lag frame scenario.
In this game, lag is prevalent and can be caused by enemies, shooting, RNG, and other things. Through a specific style of play I created, where occasionally you shoot, spam shoot, or just don't shoot at all, I have crafted a run where the X movement is always maxed to the right constantly, and where the lag pattern never deviates from the "one on one off" style, by avoiding all lag throughout the entire run.
It should be noted the "cannons" (enemy) do not fire when the fire button is spammed frame perfect, avoiding the need to stop for the unkillable bullets as well as avoiding their lag from flying or hitting.
Additionally, the collision in this game is broken so a lot of the time I manipulate this to go under enemies that do not cause lag, while avoiding this strategy to be able to kill enemies that do cause lag.

nymx: Claiming for judging.
nymx: Well, I have to admit. This is the first time I had a good chuckle, watching one of these Action 52 sub-games. Not only did you perfect the optimization (seemingly), but you added a touch of entertainment. I also like how the shooting looked like a sine wave, when jumping. :)
I know this is shocking, but I cannot give it "Stars". LOL...Accepting to "Standard" for publication.

despoa: Processing...
Last Edited by despoa on 8/9/2023 3:25 AM
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