Submission #8850: Induviel's GBC Gift in 04:17.68

(Link to video)
Game Boy Color
baseline
BizHawk 2.9.1
15590 (Cycle Count 540390198)
60.50183700778377
6715
PowerOn
Submitted by Induviel on 1/18/2024 11:03:19 AM
Submission Comments

Game objectives

  • Aims for fastest time
  • Takes damage to save time
  • Uses a pause clip glitch to skip basically everything

Pause clip

When going back from the pause screen, you get a frame of movement while doors and enemies load back in, this can be used to clip through any door. By jumping into a door, you reduce the amount of pauses you need to fully clip, since jumping speed is faster than walking speed. The minimum pauses needed to clip depend on which direction you clip into, down and right require three pauses while up and left require just two. The case when clipping left is kind of weird, since with the proper position values when pausing you get two frames of movement on the second pause, instead of one. Trying to do this on the other directions didn't work, and when going down it actually did the opposite, and you get 0 frames of movement.

Pit Warp

When you fall into a pit, the game puts you in the last cordinates you where grounded in, and these only update when on the ground, meaning, if you jump into a room transition and fall to a pit without having touched the ground on that room, the game will put you on the coordinates of the room you jumped from, but on the new room. The fall animation is kind of long, enough that just jumping and walking normally through the room is faster, unless there's some obstacle. This glitch is only used once, on level 4, to skip waiting on a moving platform.

Possible improvements

Tho I did try to reduce the amount of pauses as much as possible, its possible there's some very specific way of reducing the number of pauses further in some direction.
Also, if there's somehow a way to prevent the game from updating the grounded coordinates, it would probably be able to be used to skip the long wait on level 4 using the pit warp.

Darkman425: Claiming for judging.
Darkman425: Looks good to me. Interesting how the game's order of loading objects after unpausing can allow for big skips.
Accepting to Standard.
Darkman425: Replaced the input file with an improvement by the author.

despoa: Processing...
Darkman425: Replaced the input file with one having a fixed cycle count.
Last Edited by Darkman425 on 2/4/2024 4:45 PM
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