Beetlejuice (NES)/Any%

From SDA Knowledge Base

Jump to: navigation, search

Inventory management

Items in the inventory carry over between levels. The management of vouchers (for buying scares in the side view levels) and potions (for defeating enemies in some of the rooms in the overhead levels) can be done in different ways. It's therefore worth some additional discussion to go through the one shown in the route described on this page.

Vouchers

Name Vouchers Accumulated Comments
Key (outside the house) +75 75
Book (house) +75 150
Fly in the clouds (village) +75 225
Beetle +25 (or more) 250
Skeleton scare (shop) -250 0 Almost mandatory to proceed
Fly (raft section, storm drains) +75 75
Extra life +75 150
Free umbrella scare (at the 1st cavern monster) +75 225
Defeat 1st cavern monster +7x75 = 525 750
Free umbrella scare (at the 2nd cavern monster) +75 825
Defeat 2nd cavern monster +7x75 = 525 1350
Buy scares option 1 (after the 2nd cavern monster) -1x500-1x400-3x150 0 One ogre, one umbrella and three birdman scares. This requires two shop visits.
Buy scares option 2 (after the 2nd cavern monster) -2x400-4x150 -50 Two umbrella and four birdman scares. This option requires an additional 50 vouchers. There are several possibilities for this. For example killing more beetles (or be lucky to get a yellow one), jump on another fly or get it unintentionally by getting hit by the cavern monsters to get more free scares (each one worth 75). Since the purchases in this option can be completed in one shop visit, around 3 seconds are saved. However, The third cavern monster will have to be defeated by 7 shots from the umbrella scare instead of one shot from the ogre in option 1, which loses some time and adds a bit more risk. Finally, another menu trip is required against the level 2 boss to equip a birdman scare. Overall, option 2 can be expected to be around 1 second faster than option 1, but also adding a bit more risk.


Potions

Room # (see $55) Potions Accumulated Comments
8 +1 1 Can in theory be collected without time loss, but will in practice likely be a few frames slower. However, by delaying 15 frames, the second buzzsaw (?) can be avoided, which is a good trade-off. Collecting the potion within this delay should not be a problem in real-time.
9 +1 2 On the way. Another potion just to the right can be collected for a cost of ~80 frames, but is not recommended when attempting an optimized speedrun.
0xB -3 +3 2 The potions are used in a semi-random fight with sweepers. Using 3 potions is a realistic goal for a good fight, but sometimes more will be required. It's usually possible to collect the 3 potions in the NE corner without time loss.
0xD -1 1
0xE +3 4
0xF -1 3 It's debatable if one or two potions should be used in this fight. Partly it depends on how the art pieces move, partly personal preference.
0x10 +1 4 Beetlejuice will very often take two forced hits in this room. If that means Beetlejuice is down to his last health, the auto-scroller in the next room can be risky to get through and it might in that case be worth taking an additional third hit. If there had been a good opportunity to use a scare to get past the footballers' legs, it would have been worth it. The problem is that there doesn't appear to be a consistent strategy for it.
0x11 -1? 3 Throwing a potion here is far from a guarantee to avoid taking any hits. At least if the sweepers are separated, it's probably worth using a potion since there is otherwise a increased risk of taking two hits in this room.
0x12 3 The potion below the fly swatter is ~40 frames out of the way. Out of the optional potions not collected in the route shown on this page, this one is the least out of the way.
0x14 -1 2 It's common to take a hit at the start of this room, which will usually mean one or more legs getting stuck around the exit and a forced second hit. By throwing a potion, the first hit can often be avoided and it's less likely for any of the legs to get stuck near the exit. As a rare bonus, it potion can even kill one of the legs and thereby create a chance for a beetle. It's therefore recommended to use a potion in this room.
0x18 -1? 2 It's common to take two hits by the legs in this room. Using a potion can usually avoid one hit, with a rare chance of even killing the legs (and a chance of a beetle). The difference between using a potion in this room or in 0x11 seems fairly small, so it might in the end be a choice of personal preference.
0x19 2 There is an optional potion in the top right corner, which costs ~70 frames.
0x1D -2 0 Using two potions to take out the sweepers has a very high success rate (but not 100%). It's also possible that the first potion takes out both sweepers, but it's uncomon (10% chance?). It's a nice 5-second time save if successful though, so someone were to save only one potion for this room, one more could be used earlier, e.g. in room 0x11 or 0x18.


Level 1 (Village)

Outside

https://vimeo.com/810446088

  • It's theoretically fastest to collect the key while jumping away from the cloud. However, the time difference between the different ways to collect the key are likely going to be overshadowed by execution inaccuracies. But on average, it should be a few frames faster to jump later from the bush to the cloud than landing too far left on the cloud and having to start with a more vertical jump to collect the key.
  • The jump to the door is optional. However, since the x-speed is constant and "up" can be buffered during the jump, potential time losses from moving the thumb from "left" to "up" on the d-pad are eliminated by jumping instead of running to the door. The door can only be entered by standing on the ground though, so jumping does introduce an unknown factor in the form air time.

House

Village

Level 2 (Storm drains)

Level 3-1 (Basement)

Level 3-2 (Kitchen and living rooms)

Level 3-3 (Attic, part I)

Level 3-4 (Graveyard)

Level 4 (Attic, part II)

Level 5 (Afterlife)

Personal tools