Submission #9002: Induviel's SegaCD Wild Woody in 12:54.36

Sega CD
baseline
(Submitted: Wild Woody (USA).cue USA)
BizHawk 2.9.1
46402
59.922751013550524
46705
PowerOn
Submitted by Induviel on 4/7/2024 6:35 PM
Submission Comments

Game Objectives

  • Emulator used: BizHawk 2.9.1
  • BIOS used: Sega CD Model 1 US (v1.00)
  • Aims for fastest time
  • Takes intentional damage

Game Mechanics

  • L/R to move
  • C to jump
  • B to erase the ground, B + L/R to erase walls
  • U to look up
  • D to crouch/look down
  • Start to open the sketch menu, or pauses the game if on the air, or other state where the game decides you can't open the sketch menu. While in the menu U/D to select the sketch to draw. To draw a sketch you need to collect a page, each page gives you a set sketch. After using a sketch Woody will reduce its height. These sketches are not really used in the TAS since the time it takes to go out of your way to get a specific sketch, then selecting the sketch on the sketch menu, waiting out the animation, and then waiting the other animation after the sketch effect is done, negates all possible timesaves.
  • Woody can kill enemies by jumping on them, it has a long animation so its important to avoid it
  • Moving platforms, and others, don't have a global cycle, the cycle is instead set once you get close enough, so it is possible to save time by reaching a platform sooner

Tech and glitches

Coyote time jump

By stopping briefly right before walking off, Woody will walk in the air slightly before jumping, this can be used to jump longer distances than normal. If you wait enough so that Woody does the "on the edge of a platform" animation, Woody will hover in the air more.

L+R jump cancel

By pressing L+R while midair, the jump will be cut short and you'll start falling, this can be used to make tighter jumps on vertical sections, or when climbing up ropes.

L+R damaged animation cancel

By pressing L+R the "getting damaged" animation can be cancelled, this is faster than jumping through enemies.

Snap on platforms

Woody tends to snap into the top of platforms when slightly below them, this goes well with L+R to cancel jumps. This specific also allows for some big skips, on Alien Homeworld to skip most of the level, and other on The Pit, to reach a hole in a wall, in conjuction with a coyote time jump, to skip the first underground section.

Eraser Clip

When jumping onto an enemy, the hitboxes are weird, and its possible to reach enemies that are on the other side of a wall, if that wall is thin enough, if that happens, Woody will just phase through the wall to reach the enemy. Also, when Woody is in the middle of getting in position to erase an enemy, if there's something in between Woody can stand on, the erasing animation will be cancelled, very fortunate. This is very rare, so it only happens once, on Infested.

Long fall animation cancel

If falling for enough distance, Woody will start spinning on the air, and when landing on the ground, Woody will do a specific animation that makes him stop in place for its duration. This can be cancelled by changing directions while in air. There is a specific fall on Dark Power Plant, where this is not done, this is because otherwise Woody would start erasing an enemy, which would be way slower.

Jumps are jank

Depending on when you jump exactly, Woody will stop in place for a few frames before actually jumping, from what I've seen, this depends on the walking animation cycle or something. Because of this, its important to time the jumps specifically.

Darkman425: This submission wasn't an AFD submission but this game definitely radiates some fake game energy. Claiming for judging, by the way.
Darkman425: The glitch abuse to skip sections of levels and cancelling hitstun were pretty neat. A shame that the bosses consist of waiting a lot but the regular levels had lot of interesting movement and routing to them. Nice work!
Accepting to Standard.

EZGames69: Processing...
Last Edited by EZGames69 on 4/11/2024 10:37 PM
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