[TAS] TMNT 2: Battle Nexus (GameCube) Any% - Part 3/4 (NY Part 2, Future NY)

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Duration: 10:48
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This is a tool-assisted speedrun of TMNT 2: Battle Nexus. This part completes episodes from 6-7 through 10-3.

Episode 6-7

This episode has the same spirit as the one found in 6-5. You need to kill all the enemies, and it still has problems with shurikens, even though you have to use them a lot.

Since the area is relatively small and there are no “factories”, the enemies here jump from the sky. Most of the enemies have spawn sequences where a new enemy of the same kind spawns in a different place.
The bottleneck here is the invisible ninja. It has a sequence of 5 units and, of course, you have to wait for each one to completely spawn in. This is the only reason why I started the upper section first.

The shuriken problem is, again, the auto-aiming system. Due to the lack of 3rd dimension here and a lot of targets being “in sight”, the autoaim often selects a wrong target to throw shurikens at, even if it’s far away and shurikens won’t hurt it. The targets also move which means shurikens miss them on even medium distances. These freezing barrels also have little to no purpose here.


Episode 6-8

The left side was quite complicated regarding the distance to the transitional device for utroms placed near the wall. Shredder’s attacks are predictable, so the route was selected accordingly to avoid his attacks.

When you throw an utrom, Shredder immediately strikes you with a big projectile and you fall back, even though it looks like a time saver, it’s actually slower. Regular throw animation takes 48 frames while fall-rise sequence takes 64 frames, although you decrease some frame loses, if you would otherwise need to run to the nearest utrom. Little projectiles do it faster: 50 frames, but they usually come in pairs.

Unfortunately, I haven’t found a good way to bypass the antique, but that was a small loss of time after the episode.

The right side has less covers, which means you have to either take damage or wait until the projectiles get blocked by available flasks. I tried to take advantage of the distance I covered of falling back.


Episode 9-1

You’re supposed to kill 15 purple dragons, mobs and Foot Tech ninjas in order to complete the level.

There are 14 spawn points on the map: 3 entrances, 4 cracks between buildings, 2 box spots next to the broken buses and 5 Foot Tech spots which form a cross if you look at the map from a flying bird’s perspective.
Each spot has its own timer and sometimes a small queue, like for Foot spots. The area is divided into zones and the presence of the player in one or another may affect the spawn operation. I cannot say how it works.

Purple Dragons sometimes throw grenades which do the same damage as barrels, but they don’t throw them at the player. The map is filled with so called “target spots”. If a player is near one of them, there’s a probability that a dragon may throw a grenade at the spot.

It’s not possible here to push newly spawned walking-out enemies with your dashes to make them vulnerable quicker.


Episode 9-2

It’s the last necessary riding section and the least one I was prepared to. At first, I tried to play in “Floor is lava”, but the game didn’t bring much furniture I could jump at. By the end of the episode I came up with an idea of giving each turtle its own style of riding, but I didn’t want to redo the TAS. I didn’t have an option to pass the level in slow motion because, unlike Dolphin, it’s impossible to bind analog stick leans in Bizhawk.


Episode 9-3

Another platforming section with not much enemies to fight.

After you run across the scaffolding and reaching the last part where you do a rectangle run-around, there is another weird engine restriction. Surprisingly, while flying on nunchucks you cannot fly across the whole screen. There are invisible barriers around the pipe platform. You’re supposed to reach the point B in order to have these barriers removed.

Footmech Splinter is an easy boss, if you don’t take much time to hit him.
He often blocks your attacks, but you can prevent it by delaying your attack by 2 frames. When you let him attack you, you can always fight back because he doesn’t ignore damage.
When he decides to retaliate, he often does nothing but ignore damage, if you stand very close to him.


Episode 10-1, 2 and 3

Not much to comment on. Slashuur didn’t get any harder.


0:00 Episode 6-7 (in 0;38)
1:09 Episode 6-8 (in 0:56)
2:35 Episode 9-1 (in 1:21)
4:20 Episode 9-2 (in 2:50)
7:30 Episode 9-3 (in 0:37)
8:42 Episode 10-1 (in 0:22)
9:29 Episode 10-2 (in 0:16)
10:08 Episode 10-3 (in 0:13)




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