Fauna at its peak.
The Pact is a GBC homebrew made by allalonegamez, in which you must switch between enemies-now-friends to resolve simple platforming puzzles.
Speedrun premises and general strats
- Bop Bop The Rabbit can enter the exit door to finish the level;
- Wile F. The Dragon can walk on spikes;
- Pressing B alternate between them, the inactive character becomes a statue that can be used as platform;
- This branch intends to take all fruits, the collectible watermelon inside each level. The game is short and easy, so it's more interesting showing the strats to take them all;
- The game version used is 1.0, as I started this project the day after the game release. It's now at version 1.3, which patches most tricks used in this TAS, so for the sake of entertainment (and to avoid throwing this run in the trash), I decided to stick with 1.0;
- The character switch makes the previous one to snap in the 8 pixel grid, rounding down, so this is exploited to save some frames and even some clips;
- The player can use a 6 frames "coyote time" jump when it's leaving the ground, to extend where it can reach;
- Due an oversight, this coyote time still holds when you switch characters, leading to an infinite Air Jump trick, as long the not-jumping character is still on the ground to reset the coyote time counter. This is abused in most levels;
- Keys are optional: due doors being objects and not tiles, its physics had some issues in 1.0, you can clip into them with some clever statue positioning and completely skip taking its respective key;
- A normal jump, holding A til its peak, can move you up to 0x1F pixels and 0xC subpixels in Y, but if you hold A for 7~16 frames, then release for 1~5 frames, then hold A again, you can reach a bit higher, up to 0x23 pixels and 0xB subpixels if done optimally. This alone can sometimes save a character swap, and other times can be combined with character swap grid snap to reach higher places. I found this trick at level 19, so I redid a bunch of previous levels and managed to save 48 frames overall;
Level specific comments
- Level 01: Extended Jump to reach the upper platform faster, avoiding a character swap;
- Level 02: First instances of abusing the Switch Grid Snap and the Air Jump, to reach the fruit unconventionally;
- Level 03: Combining Air Jump with Extended Jump (Air Extended Jump, of course) make this level a quick one;
- Level 04: Normally you'd use the Dragon statue to provide a safe platform for the Rabbit, but with Air Jump this is completely forgone in this TAS;
- Level 06: For some reason you can touch the door way to the left than it should be;
- Level 07: Clipping thru the key door easily with the help of a wall positioned statue;
- Level 12: Sometimes the Air Jump feels like cheating (I bet that's why it was corrected in newer versions);
- Level 13: Activating this exit was a little different too: by walking right above it coming from the right, you can jump and before the door collision corrects the Y position, you clip a little and touch the door, saving 8 frames;
- Level 15: Since the protagonists were drastically separated, those keys had to be taken;
- Level 19: Another crazy exit: you can die and your corpse can still activate the exit if you manage to keep the momentum to reach the door;
My conclusion
This game is way easier in 1.0, with all these tricks that break the level and make a fun TAS. Despite that, it's a nice game, a nice concept that I wish to see more, definitely deserved getting 2nd place at the Game Boy Showdown 2023. You can try finding more quirks using my research Lua script in both 1.0 and 1.3.
Suggested screenshot
Frame 2987
nymx: Claiming for judging.
nymx: Excellent game! Well optimized, especially with the mechanical exploits you discovered. Oh...the music got me watching the entire TAS again. Great job!
Accepting to "Standard" for publication.
despoa: Processing...