I know this game has been discussed lightly in the past, with varying opinions of if it should be considered a good speed-run game or not.
I'd like to try to revive this game, so I'll throw my two-cents in here. Firstly, while a good portion of the game is an auto-scroller, there are places where a runner can save time. Namely, the bosses. Playing Marissa Type-B allows for a glitch to shorten the fights considerably, saving a good 15 min at least. This does not mean the game is easy to run, as there are places where it doesn't matter. Stage 4, specifically, has some of the hardest gameplay for a run from the shear number of bullets, and the mid-boss and stage boss. Momiji (the stage boss) will fill the screen with bullets before she becomes vulnerable, and Aya (stage boss) has several patterns that can kill a player before they end that phase. Not to mention Aya's attack that renders her invulnerable and the runner has to survive a rain of bullets for 15(?) seconds.
Secondly, while the stages are auto-scrollers, the enemy patterns are fixed, and the bullets are mostly consistent with consistent player movement. This means that routing can actually be done. Movement routing might be a little extreme and best left to a tas. But when to save power to build up points for safety lives, and when to bomb to remove bullets and/or enemies or to collect items could be routed for live runs.
I'll practice the run a little more before I post a video, but I hope this game could make it to a GDQ event.
I'd like to try to revive this game, so I'll throw my two-cents in here. Firstly, while a good portion of the game is an auto-scroller, there are places where a runner can save time. Namely, the bosses. Playing Marissa Type-B allows for a glitch to shorten the fights considerably, saving a good 15 min at least. This does not mean the game is easy to run, as there are places where it doesn't matter. Stage 4, specifically, has some of the hardest gameplay for a run from the shear number of bullets, and the mid-boss and stage boss. Momiji (the stage boss) will fill the screen with bullets before she becomes vulnerable, and Aya (stage boss) has several patterns that can kill a player before they end that phase. Not to mention Aya's attack that renders her invulnerable and the runner has to survive a rain of bullets for 15(?) seconds.
Secondly, while the stages are auto-scrollers, the enemy patterns are fixed, and the bullets are mostly consistent with consistent player movement. This means that routing can actually be done. Movement routing might be a little extreme and best left to a tas. But when to save power to build up points for safety lives, and when to bomb to remove bullets and/or enemies or to collect items could be routed for live runs.
I'll practice the run a little more before I post a video, but I hope this game could make it to a GDQ event.
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