Treasure Planet for GBA is an isometric puzzle platformer in which you follow Jim Hawkins and Morph across the plot of the movie.
Yes, this is partly a puzzle game, tho most puzzles are skipped.

Game Objectives

  • Emulator used: BizHawk 2.9.1
  • Aims for fastest time
  • Takes intentional damage
  • Takes intentional deaths

Morph powers

Cam Morph

Allows for moving the camera, while in use, you cannot move, unless you are in the air, or in the middle of a leap or a charge. On the TAS its used solely to prevent lag.
Can't be activated if in the middle of a cutscene override.

Strength Morph

Allows for moving around blocks and solve puzzles, when used, it moves Jill to the center of the block, so it can be used to move forward slightly faster if near a block.

Vault Morph skipped

Allows for a higher jump.
Didn't find a good use for it since all it does can already be done by the infinite jump glitch, before getting the Leap Morph it is about 20 frames faster to use it for the jumps the vault clears, but there aren't nearly enough to warrant the detour to get it.

Leap Morph

Allows for a long jump.
It's a faster form of movement than just walking around. It can be extended by attacking just before the leap ends, tho just spamming leaps is faster, so extending the leap is only really useful to line up better where the leap ends.

Morph Smash

Allows for doing a charge, which can break rocks and move very fast, tho its supposed to have a cooldown. If you bonk on a wall or an enemy while charging Jill will do a stun animation, which is why I don't charge everytime.

Morph Cool skipped

Allows for walking on lava. With the infinite jump glitch you can just go over the lava, and the time that loses is less than the detour.

Basic movement

Jumping is normally slower than walking, expect if Jill is not moving, or when turning. When jumping, if you unhold the directional button the frame before jumping, the jump will be higher and longer.
Turning is slow, even when jumping, so paths are taken to avoid turning.

Glitches

Cutsene Override

When there's a scripted scene or a dialogue that is meant to take away control from the player, you can hold l to override it and keep control. Can't be done if the scene happens as you enter a new room or area.

Damage Boost

Taking damage when jumping into enemies or hazards gives a big bounce, this is faster if the boost is already set up. You can jump or use a Morph power the frame after the damage animation ends.

Infinite Jump Glitch

If you attack in the air, there's a frame after that animation has finished where you are technically on the ground, even tho you can be in the air still, so if you chain these up you can gain height indefinitely.
Except for platforms you can stand on normally, or certain walls, most collision extends upwards indefinitely, which is why you can't jump over certain stuff.

Surf Bounce

On the surf levels, if you bump into the corners of platforms of a certain height, you'll be shot upwards. It's only really useful on the second surf level.

Force Field Clip

This kind of obstacle doesn't have actual collision, and only damages and stun you backwards, but for some reason that only happens if you look directly into it, so if you jump, then look backwards, the momentum of the jump moves you straight through the wall.

End Warp

On two specific levels, I end them just by moving into a specific wall on the room, while normally you'd have to collect the item in the room to end the level.
Not sure what's going on that makes it possible, but it does save time, I assume it happens because there end trigger is just oob and it peeks slightly where those walls are.
Credit goes to Lucarivyle and blimlimlim on src who each found the two known instances of this glitch.
Unfortunately, I couldn't find any myself.

DrD2k9: Claiming for judging.
DrD2k9: Un-Claiming. While it may ultimately be fine with the community. I personally don't like the use of intentional "Game Over" even when it saves time overall. I understand why others may be ok with the technique because it is ultimately faster; but I just feel that getting a "Game Over" is a degree of failure when it comes to gaming. I'd rather see a run that doesn't get a "Game Over" even if it's longer, compared to one that gets a "Game Over" to save time. Personal preference.

Darkman425: Claiming for judging.
Darkman425: Guess who, Billy Bo- wait, wrong Treasure Planet.
The death warp routing and the many infinite jump skips look good on the routing side. The optimization side also looks good to me. Nice work!
Accepting to Standard.

despoa: Processing...


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15577
Location: 127.0.0.1
This topic is for the purpose of discussing #9260: Induviel's GBA Treasure Planet in 37:06.01
Banned User
Joined: 4/1/2016
Posts: 295
Location: Cornelia Castle
While the TAS itself seems well done, I don't really like the music and sounds in this game. They don't sound like the movie at all, and since I'm completely blind, that's all I really have to go off of. Yes for the optimization of the TAS, no for the game's music. I'm giving this a meh.
DJ Incendration Believe in Michael Girard and every speedrunner and TASer!
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15577
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. ---- [6167] GBA Treasure Planet by Induviel in 37:06.01