Sub-22 looks possible, with all the skips we've been finding. However, it's becoming increasingly apparent that I'm just not getting into the mood to try. So, while I'm still thinking about it, I'll give out all my routing thoughts on every stage before I completely fall off.
Before I forget, remind me what the
secret team did that no one else did. I have since lost that piece of knowledge.
Intro
Team 4 has most of the optimization already, but then we found the same concept that the Miniboss Skip works on will also work on bosses. I'm not expecting further frame savings, but I also realize not much more investigation has taken place after the skip was applied and optimized.
It is theoretically possible to skip the miniboss here. Unfortunately, the only set-up known also takes longer than it takes to defeat the miniboss normally. I don't consider myself a good glitch hunter, but I'm not sure of any other way to keep the miniboss flag state.
Stage 8
Almost certainly the first stage we go to for an optimal route. We get Arm Upgrade and Laser here, both of which are rather useful, especially together.
Team 4's run was basically used. Assuming the intro faces no further improvements, we're currently waiting 4 frames at the door (
conserving boss fight). There was also a spot of optimization on Team 4's run that moved 3 frames forward to a ladder after the miniboss. I delay at the ladder thanks to animation frame rules, meaning one more frame there should carry the other three over to the door, and in turn save us one dialog frame rule.
Although the Miniboss Skip removes the advantage of getting a good charge-up weapon for the second miniboss we fight (
okay, third. But I'm not counting Intro), 8-first still overwhelms 7-first from how long it takes us to beat the first (
if counting intro, then second) boss with 3-damage shots rather than 2, plus other sorts of cute bonuses in Stage 7 by having laser and arm upgrade, including breaking the capsule lock and running off with its animation.
Stage 7
Almost certainly the second stage to go to for an optimal route. We get Leg Upgrade and Spike Ball here. Dashes are nice, and so is giant spinning spikey doom.
Once again, Team 4 optimized the snap out of this stage. The key difference to make here is the Miniboss Skip, which by my attempts, saves something like 36 frames. It also lets us exit the room with more laser ammo. I'm not certain what other changes to make here, though.
Stage 1
Almost certainly the third stage to go to for an optimal route. We get fire. Charged, it gives an aerial dash that lets us mid-air jump after its down. Needed to break Stages 2 and 4 wide open.
There's a lot of flat ground to dash on. There's also a Ladder Dash in here, which needs the Leg Upgrade. 1-second would mean flame charge in Stage 7, but this advantage actually competes with the invincibility trick we do with the laser there. It's likely route-871 is better than route-817 due to what Leg Upgrade brings over flame charge on Stage 7.
Yes, Team 4 also optimized this one to a ridiculous degree once more. It's the end of their frame war rampage, though. As for the Miniboss Skip, there's an enemy that apparently exists long enough for it to happen, but it is too far off-screen for any of basic, spike ball, or laser to reach. Star charge can easily reach, but that requires 6 before 1, and we'd be short both flame charge and bubble barrier in 6, which may overwhelm the savings we'd get for skipping the miniboss here (
which is done in 3 hits). Aside from that, I'm not sure what more we can do here that Team 4 didn't already do (
Warning: Over-inflated ego detected, FatRatKnight identified as participant in Team 4).
Stage 4
Very likely to be the fourth stage to go to for an optimal route. We get Bubble here. The barrier has certain inconveniences, but they are side-stepped beautifully with Charge Swap, and ignoring object damage has some advantages.
Well, this stage is basically the big reason for Stages 8 and 1 before this one. Team 4 starts off faster, reaching and beating the miniboss before anyone else. Segment 3 was apparently faster in two other teams, but the excuse here is setting up Ghost Fall. The Ghost Fall itself and the segments that follow are better done by other teams, judging by the table.
At this point, the stage order is rather uncertain. Or perhaps very fluid, and we can re-order however we please. Keep in mind there are animation frame rules between stages, which may cost us a few frames even if the stage order has less input involved.
Due to the uncertainty, I'll list them in stage order (2356) rather than winning order. Besides, what can be determined as winning order anyway?
Stage 2
We get Whirlwind here. Does nice damage uncharged, but the charged shot is practically worthless.
The other big reason for Stages 1 and 8 early in the route. Ground is overrated. The bests of the teams are basically all over the place here, so tracking down who did what faster is going to be time consuming, to say the least. Miniboss Skip is done here, so be sure to pay attention to Team 7 there.
Stage 3
We get... Well, I call it dirt spike. The basic shot does good damage, but I've consistently seen some nasty lag with its charge shot.
The segment times are all over the place again. Since this is another stage that I haven't analyzed much of, I've got about as much to say as I did on Stage 2. Miniboss Skip is possible and viable here, as well.
Stage 5
Head Upgrade is here, letting us leave a stage early, and preserving the miniboss state, except the set-ups are just too long. We get missile. Perhaps its main advantage is the fact the charge shot is consumed the instant it hits something, freeing up a sprite for lag and also letting us switch weapons afterward. Useful somewhere?
Teams 3 and 4 are paced closely together here. Those two should have most of the fastest strats in there. If I had more to report, I would write them, but I'll just point you to the Miniboss Skip and attempt to distract you while I run off on the next stage now.
Stage 6
Body Upgrade is here, with no confirmed effects other than disabling its capsule and lighting up a sprite on the pause screen. We get star. If there are miniboss skips that need them, this thing can go very far off screen, but I'm not sure if any of Stages 2, 3, or 5 can make use of it.
Miniboss Skip is possible, but requires we do a Segment Skip. To be fair, the Segment Skip will skip the first segment and takes us straight to the end of the second segment, where we can then spawn an enemy to skip the miniboss. Three segments skipped at once, essentially. Only problem is the Segment Skip itself has a nasty set-up, making the savings from what we bypass lost on just having it happen to begin with.
Not much else to report, again. Pull together the best of the teams (
Team 3's got the lead for the most part), then execute the combined awesomeness?
END
A sequence of mini stages leading to boss re-fights.
There's something unique about these boss doors: There are enemies that will spawn while the screen scrolls. But only if we travel left. Breaking the lock we get on the door using the charge laser, we can move left and trigger spawns. Four of the bosses here have been proven skippable this way, which is awesome to see, and should save a full minute or more.
Other than that, the usual "find the best team and copy their movements" strategy is what we should go with.
So, sub-22? If we're going to publish something, may as well make it as short as possible so we don't have to see too much of it, right?