[TAS] TMNT 2003 GC - Stage 2: Donatello New Game
This is a tool-assisted speedrun. Playlist with all stages: https://www.youtube.com/playlist?list=PL3V0eG1j-1vKfkxneY3XydESL0dxPb2JT
Area 1 - 1:09
This stage involves exclusive enemies: nanobots.
Blue nanobots have 30 hp, like Foot Ninjas, and they often attack, even if the player is far away. Luck manipulation works worse comparing to making ninjas not do backflips, but still it wasn't an issue.
From now on, regular white purple dragons are replaced with yellow ones. They are described above. They have 24 hp and take more time to spawn in. It took a lot of time for me to manipulate squads to have mainly green dragons, so I could kill them in 1 strong attack. The spawn randomizer is also described above.
Green mousers is another innovation. They also have 24 hp, which made me change my tactic to fight them.
The area is not optimized well. These loading sequences are inevitable on GameCube port. Here, they happened during the first Nano Robot boss fight. It has 140 hp. The barrel explosion is used for creativity. It doesn't save time because Nano has to finish his animations before breaking down.
Area 2 - 1:38
Subway and beyond areas involve big squads of green mousers. Since they cannot be destroyed in a single strong attack, I had to use a slower "A-B" combo to drain hp of all front mousers while not moving very match to retain their spinning trajectories, so the whole crowd would be destroyed.
The spinning combo ending also came in handy to destroy single enemies quickly, if I had enough time to perform it. This includes single mousers and blue nanobots inside mouser squads because it takes some time for destroyed nanobots to explode.
I had to spend the electric shurikens provided here, because Area 4 provides two pick-ups at the beginning, and you can't carry more than 2 sets of electric shurikens.
I got bad luck in the end regarding yellow punks. Maybe there was a way to avoid them, but I didn't manage to pull it off.
Area 3 - 0:35
I had to begin the area with some delay to manipulate the spawn of 5 green dragons. That saved a lot of time. Unfortunately, all other spawns were not that lucky, but I managed to pick optimal placements for yellow dragons, so it would be enough to do "A, dash, B" thing to kill a crowd.
Area 4 - 1:11
A new guest here: yellow nanobots. They have 48 hp.
I acquire 20 electric shurikens at the beginning. I spent some time researching and decided to spend 4 shurikens on two most time-consuming yellow nanobots because the time saves I got override possible time save in boss battles in Area 5. Most time was save from a singleton nanobot.
The spawn of 5 green dragons after the first squad of yellow nanobots was very lucky.
TODO: insert green mouser battle tactic.
Area 5 - 1:52
The first boss battle was completed with shurikens. Nano has 240 hp and it's placed far away from me. If you attack it outside the screen, it won't wake up and play its running away sequence at the end of the fight.
Some time can be saved if there were only green dragons in squads, but not much time was lost.
After the big lava pool, near the squashing mechanisms, there are 3 barrels which would theoretically save time in destroying 6 yellow nanobots, but the pipes around them have wierd hitboxes and the barrels cannot be thrown anywhere. It's a trap for the player.
It might be possible to catch a right sequence for the squashing mechanisms and dash through them without losing time, but it's complicated task for me to figure out their nature. Nevertheless, I passed the last squasher as soon as it's enough open for me to dash through.
The second boss fight was formed around Nano boxing animation because it's the fastest one.
With minor time loses and manipulations, it's possible to destroy it with 10 shurikens with no boss animation played, but as I said earlier, I saved more time of destroying time-consuming yellow nanobots and 6 shurikens with melee attacks were just enough to drain all its health near the end of its animation.
Area 6 - 0:25
Oh boy, you haven't learned anything!
Nano Ver.3 has its own table of damages.
TODO: insert damages and shurikens disadvantage
By math calculations, Donatello can destroy it in 6 "full" jump attacks which deal 4 hits each.
It's difficult to manipulate Nano's actions. The main priority was to prevent it from exploding because you must keep the distance for a while. It's invulnerable when it performs an attack, and it can do it as soon as its previous animation is over to become invulnerable once again.
The luck manipulation was not on my side again. I managed to get 3 hits from one of the jumps and had to jump at the ground to add up 1 more hit. Let's consider it 6,5 jumps.
0:00 Stage 2
0:27 Stage 2 Area 1 (1;09)
1:54 Stage 2 Area 2 (1;38)
3:47 Stage 2 Area 3 (0;35)
4:37 Stage 2 Area 4 (1;11)
6:10 Stage 2 Area 5 (1;52)
8:18 Stage 2 Area 6 (0;25)