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If you bounce long enough into the void, the void begins to bounce back through you.
Super Hard Bouncer is a simple yet hard platformer homebrew for Game Boy developed by Libra Bits. In 20 quick levels, you have to bounce, avoid spikes and enemies, grab powerups, and avoid the void.
The bouncing is automatic, you can control the bounce height (0x18 pixels) by either holding the down button(0x6 pixels) or pressing the A button before the jump (0x1B pixels).
There's walljump! If you manage to reach a wall as close as 0x10 subpixels from its surface, if you're ascending you bonk downwards, but if you're descending you get a walljump. This is abused in several levels, not only to move faster but also to break levels entirely.
In version 1.0, there was a game breaking oversight: you could enter the screen lateral void and warp to other side of the level. I was making a TAS of this version but the developer updated the game to 1.1 fixing this error. You can see a complete run abusing this error here. After I finished the 1.0 TAS, I ported it to 1.1, re-doing the levels I broke with this glitch, adjusting desync issue with subpixels being preserved during level transitions, and gladly finding a few faster strats in some levels.
Feel free to use my lua script and beat time.
And if you know another bouncing ball game, please let me know, I feed on them.

nymx: Claiming for judging.
nymx: Re-uploading to correct any cycle count issues.
nymx: I claimed this submission, because I've seen your ability in the past. This movie is no exception, as I couldn't find one frame in this run. Level 5 was the one spot that I thought something could be found, but your level of effort (represented by the re-record count) says otherwise. Great job as always!
Accepting to Standard.

TASVideoAgent
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This topic is for the purpose of discussing #8951: brunovalads's GB Super Hard Bouncer in 02:28.42
CoolHandMike
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I liked the 1.0 version more to be honest since thar wraparound glitch was interesting to watch with that lua script. But this 1.1 is good too. Why did you decide to go with the 1.1 version which looks slower?
discord: CoolHandMike#0352
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Wow, what a timing to come back to this site after such a long time! It's a bouncing ball game sumbission! And it's from brunovalads! :D
brunovalads wrote:
Feel free to use my lua script and beat time.
Thanks for the encouragement! Amazing Lua-script btw, as always! After playing around a bit, it appears that unused items get carried to the next level. Taking the item from level 3 and using it in level 6 saves some great time. I used your input up to level 3 and and with an unoptimized continuation until level 6, it came out 255 frames faster! -> Userfile There are other levels where doing this seems promising. It's totally a reverse-dejavu! Sorry, I can't help but ask: Do you want to team up like the first time and look for further improvements?
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CoolHandMike wrote:
Why did you decide to go with the 1.1 version which looks slower?
Well, it's a fresh new homebrew, I thought it was better showing the most recent iteration. But if everyone prefers the 1.0 run (I do too), I can change it. MovieRules says:
Older versions of a game are allowed in order to exploit a glitch patched out in later versions.
But also says:
[...] as long as that version is easily available for verification.
Currently the 1.0 version is not available in the game's page, but I could contact the developer to see if they can provide it.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
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KiwiCracker wrote:
After playing around a bit, it appears that unused items get carried to the next level. Taking the item from level 3 and using it in level 6 saves some great time. I used your input up to level 3 and and with an unoptimized continuation until level 6, it came out 255 frames faster!
Wow clever idea, never thought I could do that!
KiwiCracker wrote:
Do you want to team up like the first time and look for further improvements?
Absolutely! Let's rule the bouncing ball kingdom! I ask for a delay then, while me and KiwiCracker work on this powerup exploit
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
nymx
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I just saw the delay. Please let me know when you are ready for me to continue.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
nymx
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Any update on your rework?
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
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Hi, thanks for asking! We're working on it, but it's a lot more effort than expected. At our current pace it's gonna take at least another few weeks until the TAS is finished. The main source for this lies in the routing: In which level do we take an item with us, and where do we use it? In order to get a satisfactory answer, we tas most of the stages in multiple ways (differently, depending on the route).
nymx
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KiwiCracker wrote:
Hi, thanks for asking! We're working on it, but it's a lot more effort than expected. At our current pace it's gonna take at least another few weeks until the TAS is finished. The main source for this lies in the routing: In which level do we take an item with us, and where do we use it? In order to get a satisfactory answer, we tas most of the stages in multiple ways (differently, depending on the route).
Sounds good. Thanks.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX

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