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#40508664587881325 - Zook Man ZX4 - Applied Shot Counter glitch in Stage 1

ZM_s1in29675.bk2
In 18:28.65 (66217 frames), 26528 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
843 downloads
Uploaded 7/21/2017 7:14 AM by FatRatKnight (see all 245)
f23518 *** STAGE 1 ***
f24482 Segment 0: 964 (pr: 963)
f25066 Segment 1: 584
f25163 Segment 2:_ 97 (pr:_ 96)
f25347 Segment 3: 184 (pr: 210)
f26108 Segment 4: 761 (pr: 760)
f26605 Segment 5: 497 (pr: 496)
f27418 Segment 6: 813 (pr: 812)
f27653 Segment 7: 235 (pr: 236)
f29072 Segment 8:1419
=== END OF STAGE 1 (Frames: 5554) === (pr:5576)
Compared against previous bests. Did what I could to resync. Currently delaying 24 frames at stage select.
Don't like transition of Segments 4 to 5, particularly as we delay for an enemy we have to destroy. That is my suggested next target for improvements.
Basically, the Shot Counter glitch allowed us to switch weapons while the charged spikeball was going. It is triggered by firing an uncharged laser and having it hit an enemy many times, generally by using the screen edge for rapid respawns. Not my doing, ThunderAxe31 was doing some intricate analysis and determined Team 2 had the right idea somewhere.