Once a proud, spiritual people, Mudokons have largely been reduced to slavery. Now, they are the disposable, abuseable workforce of the Glukkons. Let’s put them out of their misery!

Game Objectives

  • Playaround/Glitchfest
  • Heavy Mudokon Abuse
  • Uses Death to Save Time or Not

Emulator Settings

  • Emulator: PCSX-RR v0.1.3
  • Bios: SCPH1001.bin
  • Graphics: P.E.Op.S. Soft Driver 1.4 (Abe's Games Fix enabled)
  • Sound: TAS Sound Plugin 0.2 (any other causes a desync)
  • Controller 1 e 2: Segu Direct Pad Pro Driver 0.4
  • CD ROM: TAS ISO Plugin 0.2

Dooty's Comments

I still remember the April fool’s day of 2012 and after accepting a cheated run I felt really bad. This year I decided to take revenge, but since I’ve failed to attack the site with double the juice, I’m going to retaliate on every Mudokon I could possibly put my dirty green hands on.

Glitches and Oddities

Stop & Turn

When coming out from rolling stance, Abe will walk two steps before a complete stop. But if you turn around at the right moment he will stand, stop and turn at once. Useful to climb ledges on the opposite direction, but combine it with the next tricks and you’ll have a huge time savers.

Auto Turn Delay

Some actions like climb ledges or mounting Elum will automatically turn Abe around if he is facing the wrong direction. If you run as soon as he turns, that action will be delayed until he turns around again. Be careful not to jump though as it cancels the glitch.

Backward Jump

This is a combination of the Auto Turn Delay and the Stop & Turn tricks; do the Auto Turn Delay from bellow a ledge, roll toward a wall and perform the Stop & Turn. Abe will pass through any wall of the game with this trick. But some walls are too large for him to pass with this trick and he will get stuck inside. If that happens, go back to the previous screen and he will be able to walk through the wall. In Scrabanian Temple you’ll see me setting this trick up from above a ledge, but there are few of those “special” ledges in the game.

Diagonal Fall

Like the Backward Jump, you must combine the Auto Turn Delay with the Stop & Turn trick; set up the Auto Turn Delay from bellow a ledge, roll and do the Stop & Turn. Abe will fall diagonally, eventually advancing to the next screen as he falls. But he won’t pass through walls with this trick.

Death Delay Glitch

Also known as DDG, this trick can be set up in many ways, but usually with two continues jumps towards an exploding grenade. In Scrabania I did a Stop & Turn trick to set up the DDG, but it seems to only work with bats.

Invisible Abe

After setting up the DDG, entering any well will resurrect Abe again. But if he’s still invisible by an explosion he will have the better of these two worlds; he is immune to all sorts of things that otherwise would kill an alive Abe, like Slig shots, explosions, traps and animals. He can also stand things a dead Abe is unable to, like surviving high falls or bumping into walls. Advancing to the next stage cancels the trick though.

Double Control

Here’s another use for the DDG; gain control of Abe and a Slig at the same time! To set it up, while in DDG state find a place with a trapdoor controlled by a lever which has a Slig nearby. Position yourself above it and possess the Silig. With the Slig in your control pull the lever and voila! You still have full control over the Slig, but Abe won’t move while the glitch is active, he still performs every other action like roll, climb, use contraptions talk and chant though.

Ghostly Elum

You must do the Auto Turn Delay trick on Elum near a flying mine, order bomb or grenade for this to work, but do this on the wrong frame and you'll have just an invisible Elum which won't move.

Walk Through Walls

While riding Elum, hold the R1 button and run towards a wall, when you are about to bump release the R1 button to walk through the wall. Do exactly the same when you’re controlling a Slig, but it only work if you want to pass from left to right, but not the other way around.

Stage by Stage

This run is all about Killing, , blowing, shooting, grinding, smashing and bashing those poor Mudokons, so instead of spoiling the run with a detailed description of every casualty, I’ll explain only where and why I didn’t kill this or that Mudokon.

Stockyard Escape

Four Mudokons can’t be killed in this stage; two are shielded by walls and it’s not possible to kill them with the item allowed in this stage. The other two are guarded by Slogs, and unless you are controlling a Slig, Slogs won’t attack the Mudokons.

Scrabania

Again, the three Mudokons in one of the secret areas here are shielded by walls. Also, the only item allowed here is useless to kill Mudokons; rocks.

Paramonia

There are only three Modokons in the entire Paramonia, but they can’t be killed as they’re also shielded by walls, again, rocks or meat, the only items allowed here, cannot hurt them, sadly.

Special Thanks

I won’t name anyone this time, instead, I want to thank all TASvideos members; you have been a wonderful bunch of people supporting me in most of my projects. Thank you for everything!

Suggested Screenshot

[dead link removed]

Dooty The movie file was replaced by a one casualty improvement and the run was set to new again.
feos: Accepting this funny deadly thing.

TASVideoAgent
They/Them
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Post subject: Abe's Oddysee casualties: YouTube
Joined: 3/18/2006
Posts: 971
Location: Great Britain
TASVideosGrue
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Posts: 2738
Location: The dark corners of the TASVideos server
om, nom, nom... 'twas dry
NitroGenesis
He/Him
Editor, Experienced player (551)
Joined: 12/24/2009
Posts: 1873
Dooty" wrote:
I still remember the April Fool’s day of 1012
Damn you're old.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Editor, Experienced player (894)
Joined: 1/23/2008
Posts: 529
Location: Finland
Like any proper sociopath, Abe leads a very shallow emotional life. At one moment he's like "Oops", and at the very second (much Mudokon blood on his hands) "Heh heh". Maybe in some twisted way he really intends to do good, but he doesn't understand that other characters do not gain invulnerability from getting blasted to bits - they just die. And he is also really careless with explosives, meat saws, trap doors and waiting fellow Mudokons to catch an elevator. In short, he is perfectly unsuited for the task of rescuing 100 Mudokons, let alone more than that 1... This category is in some way more entertaining than the any% and 100%. Maybe we'll see an Abe's Exoddus maximum casualties TAS some day? Also, don't apologize as much, you've done no wrong.
Joined: 5/2/2009
Posts: 656
...why did that was canceled? it's good.
My first language is not English, so please excuse myself if I write something wrong. I'll do my best do write as cleary as I can, so cope with me here =) (ノಥ益ಥ)ノ
Expert player (2582)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Thank you, guys. But this run fails to kill all "killable" Mudokons.
I am old enough to know better, but not enough to do it.
Joined: 5/2/2009
Posts: 656
are you going to make another run killing all of them?
My first language is not English, so please excuse myself if I write something wrong. I'll do my best do write as cleary as I can, so cope with me here =) (ノಥ益ಥ)ノ
Expert player (2582)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
There's no need to redo the entire run, the missing Mudokon is at the end of the game, before the Board Room. This Mudokon can't be rescued, but count toward your casualties score. So, I may fix this sometime and make a proper submission. edit: Kill the last guy is harder than I thought, I'll have to go back to RuptureFarms 2 to manage my grenades a little better; it's only possible to kill him with "clean" grenades. I mean, you can't use the ones acquired with the infinite pick up glitch. edit: okay, the grenade management part is done; I'll finish RuptureFarms 2 with one spare grenade to use on Zulag 2, pick up 3 more in the same stage and 5 on Zulag 3. This way I'll reach the Mudokon with just one clean grenade. So, I think a new submission is not needed, I'll uncancel this one as soon as I replace the movie file and make a better submission text.
I am old enough to know better, but not enough to do it.
Active player (263)
Joined: 4/15/2010
Posts: 197
Location: England
I'm really excited for a correct run - this is one of the funniest TASes I've ever seen. Not sure if that makes me sadistic. The glitches used really add to the entertainment - one of the most hilarious moments was when Abe was invisible and got on a lift with a slig (Zulag 3, maybe?). I would definitely vote yes on a run that actually _does_ kill all mudokons, so, nice work.
Retired smw-96, smw any%
Joined: 6/4/2009
Posts: 893
nice and lovely psychotic run but where are the last 10 muddokonss in the counter at the end ? what happen if you kill the one that disactivate the electricity ? can't you glitch thru? anyway, still deserve a yes vote, i was ashamed to laugh but damn it was fun next time may we get an abe exxodus slaughter playaround ?
Expert player (2582)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Those ten Mudokons can't be killed with the current known tricks, sadly. It's also not (yet) possible to reach RuptureFarms 2 with the DDG active, but even if it is, Abe would be trapped there forever; doors wouldn't work.
I am old enough to know better, but not enough to do it.
Joined: 6/4/2009
Posts: 893
Dooty wrote:
Those ten Mudokons can't be killed with the current known tricks, sadly. It's also not (yet) possible to reach RuptureFarms 2 with the DDG active, but even if it is, Abe would be trapped there forever; doors wouldn't work.
aww too bad... what would happen if you hit a checkpoint after passing the electricity then kill yourself ? does the game still locks you out because the mudokon is dead ?
Expert player (2582)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
After passing through the electric fence it's not possible to use doors, elevators or, the worst of all, activate checkpoints :( That's why I must deactivate all electric walls in my run, even when the DDG is active.
I am old enough to know better, but not enough to do it.
Joined: 6/4/2009
Posts: 893
thanks for the answers !
Joined: 5/2/2009
Posts: 656
HELL YES
My first language is not English, so please excuse myself if I write something wrong. I'll do my best do write as cleary as I can, so cope with me here =) (ノಥ益ಥ)ノ
Patashu
He/Him
Joined: 10/2/2005
Posts: 4016
I love this run. It's not often a game has 'most saved' and 'most killed' and both are equally interesting and creative categories :)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
Can something be done about the rendering errors in the encode?
Expert player (2582)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Do you mean the FMV sequences? If so, Dada encoded my other runs, and I think he used two encodes, one using TAS soft plugin for the FMVs and P.E.O.p.S for the game.
I am old enough to know better, but not enough to do it.
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
No. Whenever something explodes, the sprites are rendered black in the video. Campfires have artifacts too.
Samtastic
He/Him
Player (60)
Joined: 11/30/2012
Posts: 765
Antd, you need to encode the new movie that Dooty has submitted.
Enjoys speedrunning, playing and TASing Oddworld games! Has TASed: Oddworld: Abe's Oddysee in 12.06.13 (with Dooty) Oddworld: Adventures II in 20.03.78 (with Dooty) Oddworld: Abe's Exoddus 100% in 2:08:28.4 (with Dooty) Oddworld: Abe's Oddysee 100% in 1:05:01.65 Oddworld: Abe's Exoddus in 37:18 Oddworld: Abe's Exoddus in 37:15 Oddworld: Abe's Exoddus 100% in 2:!5.44.12 Oddworld: Abe's Oddysee any% in 13:01.3 Oddworld: Abe's Oddysee any% in 12:59.95 Oddworld: Abe's Oddysee 100% in 1:04:16.27 Oddworld: Abe's Oddysee 100% in 1:04:01.07 Currently working on: Waiting for Windows TAS Tools to work so I can TAS PC version of Exoddus.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14873
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2372] PSX Oddworld: Abe's Oddysee "maximum casualties" by Dooty in 40:00.53
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11267
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I uploaded the files to Artchive and only then noticed they were named "tas" instead of "playaround". All the rest was ready, but Archive really takes much more time to rename than to upload. Just wait. As for the movie, it was too much hurt to watch, but the goal represents the game from a new side.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Active player (306)
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Just watched it. I was already laughing at the title screen: "Hello! *evil grin* Follow me". I knew something was weird with that guy...
Joined: 9/22/2011
Posts: 42
This never gets old. I haven't laughed so much as a speedrun for quite a while, nice job! "Hello" "Hello" "Follow me" "Okay" *explosion*
Designer of Copy Kitty, a game about giant robots and explosions