This is an improvement of 3326 frames over my published run; http://tasvideos.org/3268S.html
. The improvement comes from a new glitch, the death delay trick, and some small optimizations.
- Bios: SCPH1001.bin
- Graphics: P.E.Op.S. Soft Driver 1.4 (Abe's Games Fix enabled)
- Sound: TAS Sound Plugin 0.2 (any other causes a desync)
- Controller 1 e 2: Segu Direct Pad Pro Driver 0.4
- CD Rom: TAS ISO Plugin 0.2
- Bad Ending
- Heavy Glitch Abuse
Samlaptop PM'd me some time ago to tell me about the death delay trick. At that time I was inclined to only run SNES games, but since I was having some trouble with one of my SNES runs I decided to take a break and include the new trick on Oddworld. And as always, I hope you enjoy.
Gitches and Oddities
Auto Turn Delay
Climb a ledge or Elum facing the wrong direction, then run as soon as Abe starts to turn.
Stop & Turn
Normally when you're rolling along, if you release the directional pad for one frame and hold it again Abe unroll out into a walk, but if you press to turn the other way just when Abe wants to unroll he'll suddenly stop & turn. Combining it with the above trick and Abe will jump/fall backwards. While jumping he will pass through any wall in the game, also, Abe can survive any size drop because the game just thinks he's doing a simple jump up & down.
Infinite Pick Up
Hold the Square button near a grenade, rock or meat then keep turning around.
While running, turn around before Abe reaches the next screen then stop.
Do an Auto Turn Delay glitch with Elum near a flying mine or order bomb.
Walk Through Walls
While riding Elum, run towards a wall by pressing R1 and when you're about to bump release R1.
By timing your jumps it is possible to delay Abe’s death. In real time it’s done like this; throw a grenade upwards, wait for it to stop bouncing and hold Triangle.
Stage by Stage
Without those Mudokons to rescue, it's just run right for justice right? Well, not quite.
Almost the same strategy used on the 100% run, even the auto turn delay at the end.
The only change here was the order of the next stages, I'll do Paramonia first this time. Also, the auto turn delay used in the SDA run was included.
Better beehive section and this stage is now 244 frames faster than its 100% counterpart. Again, the SDA run helped with a little improvement on one of the lifts.
Nothing much new here since there's only one door with Mudokons in it to avoid. The death delay used here is more for entertainment than speed as Abe must turn off the glitch to complete Paramonian Nests.
Jumping on a well cancels the death delay glitch, but it is time consuming and negates the time saved by the trick. I left it in the run just for the novelty.
The entire stage was reused, just some less frames of lag here and there.
The two lower right doors have Mudokons in it, so I redid only those stages. And again, the SDA inspired a lot of new improvements here.
Despite being a really complex stage, it sync'd perfectly with the new run.
Looks like the security system has been upgraded since the last time Abe passed through. Guess what? Yeah, the SDA run was better than my last run, so it was improved.
The only Mudokon rescued on the entire run, also the death delay trick shows its true potential here.
Zulag 1, 2, 3 and 4
It was not possible to reuse any of those stages, so they're all new. Well, only 1,3 and 4, the Zulag 2 was completely skipped this time.
That's it, just one more lever to pull and Abe will be rewarded as a true shmuck he is.
Samlaptop, for bringing the death delay trick to my attention. His SDA run is amazing, and as you can see, gave me lots of new strategies, thank you.
Frame 54605 I guess
: Movie file replaced, the new one is 8152 frames faster.
: Accepted as a Moon publication to obsolete the current published run
: I'm deeply sorry, but new strategies have been found after the acceptance of this run, I apologize for the trouble but I'm cancelling this run.