TASVideos

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

Submission #6852: Samtastic's PSX Oddworld: Abe's Oddysee in 12:59.96

Console: Sony PlayStation
Game name: Oddworld: Abe's Oddysee
Game version: USA v1.0
ROM filename: Oddworld: Abe's Oddysee (USA)
Branch:
Emulator: Bizhawk v2.3.3
Movie length: 12:59.96
FrameCount: 46751
Re-record count: 5436
Author's real name: Sam Locke
Author's nickname: Samtastic
Submitter: Samtastic
Submitted at: 2020-08-23 17:56:02
Text last edited at: 2020-09-10 20:31:30
Text last edited by: feos
Download: Download (5421 bytes)
Status: published
Click to view the actual publication
Submission instructions
Discuss this submission (also rating / voting)
List all submissions by this submitter
List pages on this site that refer to this submission
View submission text history
Back to the submission list
Author's comments and explanations:

(Link to video)

(Link to video)
This is what it sounds like when there's lots of Sligs making the same sounds whilst the DDG is on - Sligs (Flamingos) in the pub!

Main Comments

Oddworld: Abe's Oddysee is a 2D side scrolling platform game released in 1997 for the PS1 and PC. This movie beats the previous movie by 1 second thanks to a new strat in the Stockyards, several optimizations in RuputureFarms and some improvements in Zulag 4 using a fargrab trick.

Technical Stuff

  • Emulator Used: Bizhawk v2.3.3

  • BIOS used: SCPH7003.bin

ROMS used:

  • Oddworld: Abe's Oddysee (USA).cue

Game objectives:

  • Bad Ending
  • Heavy Glitch Abuse
  • Major Skip Glitch

Here is a list of glitches that we used:

Death Delay Glitch

Often abbreviated as DDG it makes Abe invisible and can corrupt his sprite and eventually become invisible at some point allowing him to get past things that would kill him. Abe will die if he falls of a ledge or gets zapped. A video made by Sligfantry can show you how this glitch works:


(Link to video)

Auto Turn Delay Glitch

This glitch works by standing on the edge of the ledge and pressing the down button quickly and run towards a spot where you would like to hoist down. You will need to press either 'left/down' or 'right/down' depending on which direction Abe was facing.

Stop Turn and Backwards Jump

By timing this glitch perfectly you can make Abe stop and turn. To set it up, Abe needs to be standing near a ledge (pressing up whilst tunring arround) you will be able to make Abe do a backwards jump. Notice that when you press the opposite direction to where Abe is standing at the incorrect frame, Abe will just jump up and stand. But if you time it perfectly, Abe will jump backwards and possibly jump to another screen. This will allow you to jump backwards to areas and skip Zulags. In a 100% run it will allow you to get to secret areas quicker and it skips a section of StockYards Escape after finishing the secret area. Sligfantry's video can show you how this glitch works: http://www.youtube.com/watch?v=DIo1TJUBGlo

Multiple Backwards Jump

Whilst performing a backwards jump, simply press up/jump and Abe will do a multiple backwards jump and in this run Abe will use it to skip Zulag 3 to get to Zulag 4.

Diagonal fall

This is done by combining the stop turn and the auto turn glitch. It is used as a time saver in Monsaic Lines and to save a frame in RuptureFarms.

Bird Portal Closure Glitch

This run contains a glitch which saves a few frames. You can free the Mudokon a few frames earlier than a normal rescue. Here is the before and after video on how it looks when using the glitch.


(Link to video)

Jumping from a Roll

A new thing discovered by Himmdwag, in some parts of the game Abe will jump from a roll!

Faster Slig Dodge

Improvements

RuptureFarms

I managed to improve this stage again based on the PC any% IL run by CrashingSnake.

Stockyards

I improved the stage thanks to using Sligfantry's Quick Slig Dodge strat. Thanks Sligfatnry for showing this strat! I also managed to improve the Slogs section towards the end of the stage. With advice from Himmdawg, I can run and jump from the top ledge to the bottom platform and he said I had to be aware of RNG with the Slogs as they can be further away from Abe. But I figured out I can overcome this RNG by rolling on the next screen with the other Slog. Also, the slepeing Slog can be RNG too - sometimes he'll wake up quicker whilst the other Slogs are chasing.

Zulag 1

Legna noticed a mistake in my previous run and that is an uncessary roll that I did. Well, without the roll I save a bit of time in this stage!

Zulag 4

Himmdwag suggested I should roll one extra tile heading towards the Slog Kennels so I can enter the door faster. Doing this trick saves around 2 frames!

Thanks

I need to thank Sligfantry for his video in the quick Slig dodge trick that was a time saver in this run, LegnaX for pointing out the mistakes in my previous movie and Himmdwag for more mistakes that I managed to improve in tihs run. Thanks again LegnaX, Sligfantry and Himmdwag for their findings - An die Arbiet!


Samsara:

Fixed YT module as well.

Samtastic: Added new YT encode of the new movie file that is 6 frames faster.

Samsara: Replaced movie file with aforementioned 6 frame improvement.

Samsara: After the huge number of improvements found over the previous submission and this one, I took a deep dive into the run and, as far as I could tell, there's nothing else obvious that can be improved. All these improvements seem to be pure strategy, coming from a deep knowledge of the game, which isn't something I have. What's left is as optimized as it can be. The game's pretty fickle with its movement: If you're unfamiliar, it controls in much the same way as Prince of Persia, so actual optimization opportunities are fairly limited With Samtastic currently busy on 100%, I think it's safe to accept this as an improvement to the published run.

I'd like to explore the tier at a later date. Like the previous publications of this category, it's staying in Moons for now, but that's mostly because I can't really pin down how the audience is reacting. The prior publications have been getting fairly low entertainment ratings, and it's hard to tell whether or not they're "real": i.e, whether it's an actual sign that we need to readjust the tier or if it's just fatigue from how many minor improvements this game receives. I'd like to see some discussion on this, whether in the thread, in the tier changes topic, or just saying your talkwords at me directly. Slide into my DMs with your Oddworld opinions.

feos: Pub.

Samsara: Disregard that, setting to delayed while improvements are being investigated.

Samsara: File replaced with an 18 frame improvement. Submission will remain on delayed for the time being.

Samsara: Re-accepting. Due to feedback both worsening and fading over time, up to and including this submission, I am changing the tier to Vault as this game's fastest completion run.

feos: Pub.


Similar submissions (by title and categories where applicable):