10:24 according to my run comments. Sub 11 is certainly possible with a sum of best like that. It also does not factor in some of the newer strats that have been found which would account for a few more seconds.
Are you seriously thinking of running this game again?
I could see myself doing this as a guilty pleasure. Possibly offline. Definitely PM me and we can discuss strats. I'd need to really get into shape though. It's a very real possibility that the frustration would get to me...
Bumping this up because I started tinkering with stuff again and am going to shoot for a low 11, if not under.
I took this clip from a failed run earlier tonight to show the Mission 3 strats sinister was talking about on the last page, if your execution is spot on then it's pretty consistent outside of some very rare enemy RNG.
@ZELLLOOO: That is the correct strat that I used back in the day, just missed it in my SDA run. There is a possibility of a slightly faster variation as seen in the TAS, but it seems unlikely to be consistent.
@DK28: It is a tough task but once you start to get a feel for spacing, and timing it will come. Also, your gold stage 3 matches ZELLLOOOs clip.
I did not know about that mission 2 strat, nice find. I have been using the mission 5 roper strat for a while, it is good. I really liked your gear room strat as well.
New PB, 11:34! Feels good to finally have a decent time recorded, still lots to improve and practice though (like going for the safe Mission 8 ninja strat and failing it anyways, oops).
Also splits for reference, I got too excited and forgot to screencap before I reset and saved them so I did this instead:
Wow, almost beating the SDA run! Looks like the race to sub 11 is real! I hate to say it, but I am rooting for ZELLLOOO so I can get out of doing a Donatello run for DK28
Great work, Mr. K! I guess my main question would be are there other factors that can impact this. I ask because when I watch DK28 play he gets ducked at a significantly higher rate than when I play. I have made thousands of attempts on this game, and I would say that the duck rate for enemies is actually lower than the 25% that you suggested for me. DK28 would probably suggest that it is higher than 25% for him. This could just be variance over a small sample size, but I just have the feeling there is more to it.
The only thing I can think of is that I generally have setups where enemies are already ducking, and they have to stand up so they get knee'd. Is there a specific amount of time that enemies duck for, or does this vary? Also, can they duck multiple times in a row after standing back up? Does ducking frequency/length vary by enemy? (Chins seem to duck a lot).
Another question I have related to the global timer: Can the pause trick be used in the underground base (stage 4) to avoid the spike claws that come down a la Contra? I have tried it a few times casually without success, but it was one shot during runs, so I am pretty sure I was doing it wrong. I know that you can use it in stage 3 to close the door, but you still have to have the game paused the whole time the door would be open.
@ZELLLOOO: Nice work, there were only a few things that could be improved in those stages. As far as the final boss, I know I used to try and use a musical cue during the cutscene to manipulate his behavior and had some success, but it may have just been luck.
Hey Sinister - so a couple of things Here's why I gave 25%. Starting from a position where the enemy was standing I looked at whether or not an enemy would duck when starting the knee. For every three ticks of the global timer it hits and for every fourth tick of the timer it does not. I'll admit this is a very specific condition and what happens in the game is a lot more chaotic. I'll try and test how long enemies duck for and test with different enemies next and enemy patterns. Manipulation of enemy patterns is huge for a lot of reasons, one of which is that if enemy's aren't engaged or are in the middle of an attack they can't duck.