Back again with some Wild Woody.
This is an improvement of 4803 frames over #9002: Induviel's SegaCD Wild Woody in 12:54.36, thanks to a few new skips and glitches, tho some of the time difference comes from different emulation too.
This is an improvement of 4803 frames over #9002: Induviel's SegaCD Wild Woody in 12:54.36, thanks to a few new skips and glitches, tho some of the time difference comes from different emulation too.
Game Objectives
- Emulator used: BizHawk 2.9.1
- BIOS used: Sega CD Model 1 US (v1.00)
- Aims for fastest time
- Takes intentional damage
Tech and glitches
Coyote time jump
Waiting on the edge of a platform before jumping extends the length of the jump.
L+R Jump
When jumping in the air, pressing L+R stops the jump short.
Hitstun animation cancel
When getting hit, Woody does a short animation and stops moving, but it can be cancelled by pressing L+R.
Its also possible to cancel it by pressing the erase button, tho it's a frame slower than pressing L+R.
Its also possible to cancel it by pressing the erase button, tho it's a frame slower than pressing L+R.
Enemy Clipping
When jumping on an enemy, Woody snaps into the enemy to start erasing it, of there's a paper thin wall in between, Woody then gets stuck in it and from there its possible to plop onto the other side.
Long fall cancel
If Woody falls for some time, the long fall animation happens, and if Woody hits the ground in this animation a 2 seconds animation of Woody crashing on the ground happens. This animation can be prevented by making Woody turn around middair periodically.
L+R rope climb
When on a rope, if you press L+R, Woody will climb as if you were pressing Up, but collisions doesn't seem to work when in this state, so its possible to clip up platforms on top of ropes.
Unfortunately, end level triggers don't extend OoB, so clipping out of the level with this glitch didn't save time.
Unfortunately, end level triggers don't extend OoB, so clipping out of the level with this glitch didn't save time.
High jump
When jumping on a moving platform, Woody's jump animation takes a few frames to start happening, but in those frames Woody is already rising, with the sprite he had when jumping. This effectively increases the max height of the jump. This state of jumping on a platform can be preserved just by jumping out of the platform, this is actually what makes the main skip in Alien Homeworld possible btw.
Another effect is that, since the sprite you jump with is preserved for a few frames, if you jump with a sprite that is shorter than the jump sprite, and you jump into a ceiling thats very thin and close to the ground, Woody's head doesn't collide with the ceiling, so you clip.
Another effect is that, since the sprite you jump with is preserved for a few frames, if you jump with a sprite that is shorter than the jump sprite, and you jump into a ceiling thats very thin and close to the ground, Woody's head doesn't collide with the ceiling, so you clip.
Timesaves by level
Broadside Battle
The long fall animations when falling into the water were cancelled, since apparently, tho the crash animation doesn't happen since its water, it still loses some frames. Also changed how the last rope is climbed.
Treasure Caves
Used a different path on the first half of the level, since there's some slippery surfaces on the lower path that increase Woody's speed.
Yo Ho!
Optimization.
Minotaur Maze
Optimization. At the end of the level, apparently, if you get hit by the spikes, instead of the mushrooms, the level ends slightly faster.
Mount Olympus
Waiting for the first moving platform is apparently not necessary since the jump up to the platform above is possible.
Also, saved a bunch of time from using a sketch I didn't find before, the Kangaroo, which gives a lot of height, so it saves a lot of time in a vertical level.
Also, saved a bunch of time from using a sketch I didn't find before, the Kangaroo, which gives a lot of height, so it saves a lot of time in a vertical level.
Gadzeuse
Found out that its possible to jump into the gem from a lower cloud with a very specific jump.
Industrial Rage
About the same.
Dark Power Plant
Found a different route using an enemy clip to go through a bonus path from the wrong side.
Also, was able to skip the cycle of the last platform and the electric fence with high jumps.
Also, was able to skip the cycle of the last platform and the electric fence with high jumps.
Meanie Technoweenie
Exactly the same.
Alien Homeworld
The first platform can be skipped by clipping up the rope at the start. Improved a bit the end of the level.
Did have to lose some time in the middle of the level to jump off a platform, since the first platform is skipped. It could be possible to jump off the first platform and do the skip, but its a frame slower.
Did have to lose some time in the middle of the level to jump off a platform, since the first platform is skipped. It could be possible to jump off the first platform and do the skip, but its a frame slower.
Infested
Skipped having to float in space, at least in the first section, by first pushing the button at a specific position that avoids being automatically pushed into space, and from there, clip into the door and jump out of it to avoid the trigger that makes Woody float.
Also, clipped at the end of the level, which then skips having to get and use the sketches.
Also, clipped at the end of the level, which then skips having to get and use the sketches.
Alien Love Nest
Same.
The Pit
Skipped jumping out of a rope at the start of the level.
Undertombs
Optimization.
Monkey Flush
Exactly the same.
Darkman425: Imagine I made a bad pun about this game's name while claiming for judging.