Submission #9628: Mikewillplays's TIC80 Jimi can not read "Hardlock" in 00:16.62

TIC-80
Jimi can not read
Hardlock
Bizhawk 2.9.1
997
60
3406
PowerOn
jimi-apr24.tic
5th playtest build
d2e229552a3831c6a44e6f22d7ab118ae5d18a72
Submitted by Mikewillplays on 4/1/2025 5:31 PM
Submission Comments
This TAS servers as commentary on the way big corporation treat people, forcing them to work themselves and then softlocking them in a position they could never escape from.

Overview

Jim can not read is a game demo made by Verysoftwares that is currently in development. It presumably follows Jimi, who must acquire letters of the alphabet in order to clear textboxes and escape I guess.
This movie aims to softlock a savefile (as in create a savefile that is impossible to complete, and it accomplishes that goal in just 17 seconds).

Game download

You can download the game here. You must download the file called jimi-apr24.tic.

Route

For such a short demo, this goal has actually a lot of room for routing, but explaining it wouldn't be interesting. Just know that the room I chose to softlock in was the closest one that could be accessed that I could softlock in and that had a save block.

Glitches

Textbox climbing
After bumping against a textbox, this one will start to bounce slightly. If you jump to one of its sides during this animation, you can actually clip to the top, which causes a lot of unintended behavior (and I mean a LOT, I've spent hours just messing around with this glitch).
Textbox clipping
In a similar vein, when you're crushed by a textbox in the bouncing phase, you may clip, which can have a lot of different behavior depending on the environment. One of the consequences is usually zipping.

Room by room commentary

First and technically second room
I use the top textbox in order to perform an absurd zip that required a frame perfect input. The jump could not be performed any sooner than I did. I also collect an extra A for later.
Third room
Jumping before falling saved 3 frames if I remember correctly.
Fourth room
Swimming
Fifth room
Swimming, fishing, performingajumpbeforefallinginordertohavehigherdownwardsvelocitywhenfalling and usingtheextraAIobtainedearliertodestroythatblockandstillhaveanotherAleft-ing.
Sixth room
This room may look unoptimized, but it is actually the fastest I could do, seeing as I couldn't grab the As before they killed the fish. One improvement I could have made was the fact that I didn't need to kill the third fish to softlock myself, but I didn't do it because killing it was faster in real time and because it wouldn't have been enjoyable. Not to mention that you could have technically escaped, which is also true for what I actually did, but you would have ample time to do it, whereas in killing the fish would only give you about a second to react.

Extras

Suggested screenshot
Frame 410
Last Edited by Mikewillplays 1 day ago
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