[TAS] TMNT 2: Battle Nexus (GameCube) Any% - Part 2/4 (Triceraton Republic, Feudal Japan)

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This is a tool-assisted speedrun of TMNT 2: Battle Nexus. This part completes episodes from 5-1 to 6-6.

Episode 5-1

This episode and beyond requires Disk 2 of the game. Even though the game keeps the map, the control and the music in its RAM, swapping disks while moving the turtle sign (to save time) results in the screen with the request to insert Disk 1.
After you select an episode which requires Disk 2 and see the respective message, only then you need to swap a disk.

The fastest route through the Triceratons Republic is through the secret exit in this episode.


Episode 5-4

The first area is a long hallway which requires precise movement. The red crystal saves time with killing the guards.

I actually lost a couple of frames on the central tricerator in the second area because I still needed to throw 6 shurikens (vs 8 normally), but it was a manipulation that helped me spam other targets one by one without any time loses. If I had dashed straight to the white crystal, one of the big guys below me would approach me, hence getting out of sight of my the shuriken autoaim.


Episode 5-6

The first pit setup is not comfortable to cover because the swinging axe manages to cover the platforms across the pit, and it cannot be manipulated. So I had to do a long double jump.

Boss fight: Traximus.

The devs didn’t come up with something new this time. Ironically, Traximus is not that different from Hun, but he inherits the combat mechanic from Shredder from TMNT 2003. He lets 9 hits (calm state), then he stops going into the pain state and does an action.
1. Swings his axe
2. Swings his tail
3. Jump back, then block you hits
4. Jump back, then do an action
5. Jump up and hit the floor (when the player is on a distance)
6. Rush at you (when the player is on a distance)

In order to make him go calm, you have to let him finish his action, which is slow for TAS.
If you attack him during his action, he goes into the pain state once, and then does an action. The whole fight is done like that in this TAS.

My priorities were actions #1 and #2 because, when he jumps back, he is invincible. The circumstances sometimes happened in the way so I had to lose some time to make him do an attack I want, and wait for the damaging element (axe or tail) to bypass me, so I could start a new attack.


Episode 5-7

Boss fight: Spasmosaur.

The first chase is prescribed, to show the player how to fight it. You can hit it right away and it always crashes into the southern wall. In fact, your presence is not necessary for this time, so this is a dose of free time for you.

For the further chase, you have to wait for it to start attacking you, and then you jump and hit its mouth. Spasmosaur has to turn purple from you hit in order to start chasing you. Otherwise, it will just go into the pain state and then initiate another attack.


Episode 6-1

It’s another level with 2 exits.

For normal exit (to episode 6-2), you need to cross the bridge and kill all Foot ninjas you come across.

For the secret exit (to episode 6-4), normally you need to cut the bamboo near the bridge, reveal the secret passage, move away the giant box and enter the secret room behind it. However, the exit boundaries are so big you can actually exit the level by falling down near the specific bulge, which is above the secret room. Since all your hitbox is within these boundaries, the game detects the level as cleared.


Episode 6-4

The wheel section would be a point of interest, but the barrels cannot be all destroyed with 1 shuriken and you stay vulnerable to archers.

This wide pit with 4 red barrels on the other end cannot be crossed from the right side.


Episode 6-5

This episode may have some space for optimization because these melee Foot Ninjas often pre-fire as soon as you are near them. I don’t know for what purpose Konami did it, but they made ninjas invincible when they do backflips. Also, the nearest pit is often too far away for you to kick a ninja out.

The last section looks sloppy (at least, to me). When I threw a shuriken at an archer, it flew below the target unless I was on the same height with it. Also, the autoaim struggles finding the targets. I can assume, by this time, the player is supposed have the ability to throw shurikens while jumping, to be closer to archers.


Episode 6-6

Boss fight: Feudal Japan Shredder

You fight on a small arena surrounded with barriers. There are 2 tactics to choose:
1) Destroy a barrier and push Shredder of the cliff
2) Fight him
Of course, the first tactic is much faster, although it takes effort to execute because Shredder dashes back to the center of the arena, if you take too much time to knock him away.

0:00 Episode 5-1 (in 0;16)
0:49 Episode 5-4 (in 0:34)
1:45 Episode 5-5 (in 0:35)
2:44 Episode 5-6 (in 0:34)
3:50 Episode 5-7 (in 1:06)
5:20 Episode 5-8 (in 2:50)
8:34 Episode 6-1 (in 0:10)
9:07 Episode 6-4 (in 0:23)
9:52 Episode 6-5 (in 1:23.21)
11:38 Episode 6-6 (in 0:09)




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