Generations Lost is a Genesis action platformer game developed by Pacific Softscape and published by Time Warner Interactive in 1994.
In it, you play as Monobe, who is on a quest to uncover the past of his people. He is equipped with tools like the e-rad, a weapon capable of firing energy bolts and creating ropes to swing on, along with other, possibly more powerful, devices.
This is an improvement of 13210 frames over #5563: maTO's Genesis Generations Lost in 07:45.53, thanks mainly to abusing a glitch involving the Zap Out device, plus better optimization.
Game Objectives
- Emulator used: BizHawk 2.11.1
- Aims for fastest time
- Takes intentional damage
Tech and glitches
- During the boot up sequence, doing a soft reset skips the first screen, saving about 1.5 seconds.
- Rolling is faster than walking, it's possible to cancel it and start a new one by pressing Up, cancelling it after 8 non-lag frames is the fastest. Starting a roll on a slope or a moving platform can be slower since doing it frame perfect can make the roll not go through and Monobe will just crouch slide through the floor (slow).
- Firing up a laser when jumping makes it possible to get clipped into the platform above, and makes it possible to land earlier, or make some jumps even possible, can also be used when falling to land later and do smaller jumps, which sometimes is faster. The normal attack can also be used but it's less effective most of the time since it's a longer animation and stretches Monobe's hitbox, but many times it doesn't matter which is done.
- Attacking in general mid air also changes the hurtbox of Monobe, so it can be used to avoid taking damage, or get hit in the direction we want, or avoid some of the bonking when jumping up to a platform.
- It's possible to vault down near platforms that can be usually be vaulted down, making it possible to clip down.
- When using the Zap Out device twice, with either 2 or 3 non-lag frames inbetween, the state of the character changes to some other one, depending on the one that it had when doing the glitch, which has many uses, I'll only talk about the ones used to save time, but there are many more effects.
The Zap Out device can be found as early as midway level 2, which is why until then the game looks sort of normal. - Doing the Zap Out glitch when jumping and holding Up and jump, between non-lag frames 5 and 8, gets you the vaulting down with a laser state, which then teleports you to the position set by the latest laser up or non-glitchy laser down. This position is also kept between levels.
- A similar effect can be done by, starting from a crouch, having jumped at least 2 frames and doing the glitch the 3rd frame, which gives you the attacking while holding a laser, which is usually faster since you skip the vault animation, but doesn't get you the Y position of the vault version. Doing this version with the second Zap Out frame perfect gives you the Y position of the lowest ceiling of where you are going to be teleported to, while holding the Zap Out for more than a frame gets you similar Y position from the other version, but offset.
- Doing the Zap Out glitch when standing up from a crouch gives you a vault down with a laser, which doesn't go through, but does set a position. If we do this on a platform where it's usually not possible to vault down, the position set will be glitched, and will instead teleport us right, the distance depending on the dimensions of the level, and the position set by a non-glitchy vault up or down (not sure how exactly tbh).
The glitchy position doesn't survive after jumping. - Doing the Zap Out glitch in a certain state when landing gives us the normal vault down state, and then, if we do another Zap Out glitch while in that state, Monobe now loses all collision with floors, letting us clip down as much as we want, this state can only be cancelled by another Zap Out glitch.
- Doing the Zap Out glitch on the animation of stopping looking up, like after having lasered up, gives you the crouch state, saves a few frames from letting the animation stop and crouch legally.
- Teleporting can make Monobe void out sometimes, not really exactly sure why, my guess is the screen wraps outside the dimensions of the level (there are other effects of the Zap Out glitch that zip the screen horizontaly very fast and it eventually also voids you out like that), but it's a consistent outcome when teleporting from certain spots. Voiding out gets you to the last checkpoint you activated, which is useful in the third level to reach any transporter to exit the level, about 300 frames faster than teleporting to the usual transporter.
- Interacting with buttons or those platforms that give the red laser or health up while having the Zap Out skips the animation interacting with them.
Possible timesaves
The Zap Out glitch has so many effects I wouldn't be surprised if I've missed any very useful ones.
On the cat maze level, the WR run gets the cat to spawn in a more favorable position, tbh, I've tried to influence the spawn in any way I thought of and it didn't ever change so idk what's up with that, but I think it's better to just submit instead of letting this rot away, and leave it as timesave for next time.
At the very least it's the same spawn as in the TAS by maTO.
Darkman425: Maybe those generations should've invested in maps. Anyways, claiming for judging.
Darkman425: No wonder those generations got lost. The Zap Out glitch is quite nutty with how it warps the player around a bunch when done right. Incredibly bizarre that this happens at all but it looks well optimized to me in terms of utilizing more glitches, player hitbox manipulation, and general movement optimization improvements. Nice work!
Accepting to Standard as an improvement to [3455] Genesis Generations Lost by maTO in 07:45.53.
McBobX: Processing...