(Link to video)

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.

TASVideoAgent
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This topic is for the purpose of discussing #8850: Induviel's GBC Gift in 04:17.68
Induviel
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FYI I just found a new glitch, right after submitting... anyway, it shouldn't be too hard to implement, no need to delay or anything. The glitch in particular is done by jumping into a room transition trigger, and fall into a pit in the next room without touching the ground, this makes the game put you in the next room with the coordinates of the previous room, which could be used to warp to the other side of a room, if there's a pit near enough to the door. Since the fall animation is somewhat long there aren't that many places where this should be useful anyway, since walking would be faster if theres no specific obstacles in the way. Here it is: https://tasvideos.org/UserFiles/Info/638412076690829915 Found one room where its useful, since it skips waiting in a moving platform, on level 4, had to change around the movement on some rooms later on because of different enemies patterns, which lost a few frames over the previous movement.
LoganTheTASer
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Joined: 7/3/2022
Posts: 458
Location: Berkshire, UK
interesting game and a very good attempt at optimisation. yes vote.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [5787] GBC Gift by Induviel in 04:17.68