Submission #3892: RingRush's GBC Croc 2 in 18:24.00

Game Boy Color
baseline
(Submitted: Croc 2.gbc USA)
VBA-rr v24 svn422
65939
59.7275005696058
44939
Unknown
Submitted by RingRush on 3/13/2013 4:13 AM
Submission Comments

Boring Stuff

  • Emulator used: VisualBoy Advance-v24m-svn-r422
  • Uses death and damage to save time
  • Normal Ending (not 100%)

Overview

I promised a few people that after I finished my Croc: Legend of the Gobbos 100% TAS I would do an any% TAS of Croc 2. I don't want to, so as a loophole I made this TAS of the silly gameboy version. This bizarre game is obviously nothing like the Playstation/PC version.
This run simply reaches the credits as fast as possible - it does not get the 100% ending that requires all Golden Gobbos. I may make a 100% run, but before routing it seems like it might require too much crystal grinding.

Physics

  • Horizontal and vertical movement are independent. This means if I'm going in one direction, I am free to move however I want on the other axis. Everything Pythagoras taught you is thrown out the window, so that explains a lot of the very bizarre movement patterns I use, usually for no purpose but to mix things up.
  • In certain scenarios you can get an extra frame off an edge before you jump...this allows for essentially all the unintentional shortcuts I use in the run.
  • The height system is really poorly done, not going to bother explaining more than that.
I could do some more detailed comments about a few of the bigger timesavers, but that probably isn't necessary. A good rule of thumb is if I make a large diagonal jump with no obvious connectors between where I takeoff and where I land, it is a medium-large shortcut.

Nach: Nice run, accepting.

natt: procesing
Last Edited by natt on 3/28/2013 11:30 PM
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