Run Information | |||
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Completion Date | Nov. 26, 2014 | ||
State | Published | ||
Runner | Josiah Winslow | ||
Links | |||
Verification Thread |
Run Comments |
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Hey there, SDA community. I am a beginner at speedrunning, and this is my first run I ever submitted to this site (one of the only games I had that didn't already have a time :P ). I hope you like it! I used GameFAQs for researching the layout of each level and location of each kid (useful for those darn Caverns levels), and both published TASVideos runs for general route and strategy planning (as well as a few various sources on twitch and YouTube which I forget at the moment). Without further ado, let's get to the Stage-by-Stage comments! Title Screen: I set the control scheme to Type 4, as that's the most comfortable for me. Club 30 1-1: Overall, a pretty good run. I'm happy with it. 1-2: This level was very quick. I don't see any glaring improvements to be made. 1-3: I'm not sure whether or not, when you go down the first staircase, it's fastest to collect the kid in the door to the left, so I don't in this run. Street 2-1: A pretty straightforward route; I'm OK with how I did. 2-2: What is it with criminals and putting bombs and kids in cars? I avoid opening cars with bombs and get the kids in a pretty linear format. 2-3: On the top floor of the parking structure, I spun for a bit too long and threw my hat, so I lost a few seconds there. Overall, though, a pretty average run. Woods 3-1: Not much to say here, the route is self-explanatory. 3-2: The first kid I collect just happens to trigger a shooting star that, if Michael collects it, he turns into Mecha-Jackson and goes in a state comparable to temporary invincibility. However, in this state, Michael can't collect kids (and besides, the transformation to and from this state is loooooooooooooong), so I intentionally avoid it by stalling. On a side note, the branches you swing from are very touchy, and it's hard to get into position to use them. 3-3: Yes! The swing from the branch at the end worked! Caverns 4-1: I worked for days trying to memorize the optimal routes for these levels. Also, most of the time I try to moonwalk past cobwebs and spider doors, as it maintains my speed through the cobwebs and opens the spider doors. 4-2: That gosh dang spider near the end slowed my platforming a bit. I could definitely improve upon this level. 4-3: Memorization on this level was THE WORST. Did alright, though. The Enemy Hideout 5-1: I'm satisfied with this level. Especially at the jump at the end; a lot of the time, I end up undershotting the platform and lost a lot of time. But I didn't. Woohoo. 5-2: At the end, I try to take down the turrets on the bottom floor so they don't haunt me during the miniboss fight. 5-3: A little ways into the level, I fall down to the bottom and lose a lot of time. I'm not satisfied with my performance here. Michael's Battle Plane: My strategy here is to just hold the attack button, and center in on Mr. Big's ship the entire time (and avoid the kamikaze ships if I'm off-center). Well, that's it. I hope you find this run enjoyable. I think it could be improved, but I'm pretty satisfied with my time. (I even beat the 28-minute run from AGDQ, wow.) Thanks for watching! |