Tool-assisted game movies
When human skills are just not enough

Submission #6846: CasualPokePlayer's GBC The Adventures of Pinocchio "game end glitch" in 00:12.27

Console: Game Boy Color
Game name: The Adventures of Pinocchio
Game version: unknown
ROM filename: Adventures of Pinocchio, The (U).gb
Branch: game end glitch
Emulator: Bizhawk 2.4.2
Movie length: 00:12.27
FrameCount: 737
Re-record count: 25
Author's real name: Wesley B.
Author's nickname: CasualPokePlayer
Submitter: CasualPokePlayer
Submitted at: 2020-08-18 21:23:06
Text last edited at: 2020-08-19 03:20:47
Text last edited by: CasualPokePlayer
Download: Download (1069 bytes)
Status: decision: cancelled
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Author's comments and explanations:

(Link to video)

So this game has some glitch that makes it so you can skip to the end by pausing the game, pressing up, then unpausing. Wait, there's already a published TAS of this. You might think that optimizing this further is impossible, but nope. The previous movie actually missed the first input boundary, so they just lost 4 frames from that (the game runs at a pseudo 15 FPS). That's the only real improvement in this movie; the other difference is simply using CGB/GBA mode, which has a fake improvement of a shorter BIOS. Nonetheless, there is 4 frames of actual improvement, so this movie should be able to obsolete the previous movie, and should be able to be console verified!

As an aside, I am wondering how the previous movie not rejected for sub-optimallity, this input boundary was blatantly apparent by opening up the movie in TAStudio.

Why I'm canning this: =forum/p/498660#498660

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