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

Submission #6853: KiwiCracker & BrunoValads's GB The Bouncing Ball in 08:23.95

Console: Game Boy
Game name: The Bouncing Ball
Game version: unknown
Emulator: BizHawk 2.4.2
Movie length: 08:23.95
FrameCount: 30100
Re-record count: 737
Author's real name: Christoph Koloska & Bruno Valadão Cunha
Author's nickname: KiwiCracker & BrunoValads
Submitter: KiwiCracker
Submitted at: 2020-08-23 18:53:31
Text last edited at: 2020-08-27 06:55:49
Text last edited by: fsvgm777
Download: Download (7177 bytes)
Status: published
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Author's comments and explanations:
This is a 245 frame improvement over our published movie.


Level Previous Frames Now Frames Difference Explanation
5 384 383 -1 Faster Strat
8 457 214 -243 Faster Strat
46 806 804 -2 Resync due lag
47 2086 2089 +3 Resync due lag
50 (until input end) 286 284 -2 bc we went for fastest input end this time (so this is more like a pseudo improvement)
Total -245

Detailed Explanations:

  • Level 5: Instead of bouncing onto the upermost platform, we managed to bounce underneath it.
  • Level 8: Instead of breaking all blocks first (which is tedious), we use the canon this time to get the speed necessary to bounce over the blocks directly into the heart.
  • Level 46: It desynced due lag (for the first time in this level), and with the adjustment of the input it resulted in a timesave of 2 frames.
  • Level 47: It desynced due the heavy random lag of this level and with the adjustment of the input we lost 3 frames. But there is in fact an actual improvement in this level, since we break the middle most block after our last bounce off of it (saves 1-2 frames over not doing it).
  • Level 50: Instead for aiming to reach the congratulations screen the fastest, we aim for ending input earlier this time (the ending screen is reached 1 frame later, but the input ends 2 frames earlier).

Samsara: Aight, let's bounce.

Samsara: File replaced with a version that fixes the cycle count. The entire movie remains apart from an extra rerecord and a sliiiiiiiiiiiiiightly longer real time.

Optimization looks solid. I played around with the game for a bit and found nothing to improve, at least not after understanding the tricks better. It bounced back every potential improvement I threw at it at least, ha haaaaaaaaaaaaaaaa. I really enjoyed the routing work with the wallclips and OoB shenanigans, and the little attentions to detail/entertainment to keep things interesting all throughout.

With the currently published run sitting pretty comfortably in Moons, I don't see the need to hold things up by waiting for more feedback to come in. I'm accepting this as an improvement to the published run. Excellent work!

fsvgm777: Processing.

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