Vrm vrm. Bike goes vrm vrm. Avoid obstacles. Vrm vrm.
You can play the game is various places, for instance
here. I took the version from
this repository.
This game is based on a difficult-to-control gameplay, as the bike bounces back and forth on obstacles, and gets turned around easily.
The back wheel gains speed and pushes you when touching a surface. The way I see it, the front wheel is used to stabilize you, by bumping back so the back wheel can touch ground and gain speed again as early and for as long as possible. The bike should better be as parallel to the underlining surface as possible. It also prevents hard hitting surfaces with the back wheel, as this produces big bumps that drastically reduce your speed, and prevent you from gaining it back quickly as you're in the air.
Glitch: backwards/forwards-push clipping
Wheels of the motorbike are tied together, and can clip through surfaces if too torn appart or landing at high speed. The game will then attempt to reunite both wheels, giving a potentially big speed boost to the player. Since both the back and the front wheels can clip through surfaces, and depending on the positioning of both of them, this glitch can either trigger a backwards or a forward push to the player.
Being pushed backwards is actually pretty easy to do. You can even get pushed to the point you get propelled into outer space, see
an example here. However, being pushed forward is much harder for two reasons:
- the structure of the bike makes it easier to clip the front wheel than the back wheel
- to clip the front wheel behind the back wheel, you usually need to do a clockwise movement, which is usually not dangerous. However, to clip the backwheel forward, you need to do an anti-clockwise movement that will put the player in an upside-down position where it's facing the ground and obstacle, which will be considered a crash as soon as it touches any of them for a single frame. In the clip I manage to do, the obstacle is clipped exactly in-between frames. This is a pretty tight setup to not be considered a crash.
I only manage to get one good forward-push clip at throughout the entire game, at 00:35 (IG time). For some reason, this returns the motorbike in a glitchy way, which allows us to completely avoid the next obstacle. Technically, 1:19 is also a clip, although the obtained push is much smaller.
There seems to be some kind of pause buffering that could be exploited, but it's unclear to me how it works exactly. While I originally managed to save a frame using it (pausing/unpausing does not actually costs frame), current version does not use it.
Potential screenshots:
Room for improvement
Due to the very nature on the game, based on difficult-to-handle physics, this game is pretty hard to optimize. You can certainly save frames here and there. In fact, you could basically optimize this game forever. Since I more than reached my goal of sub-2 (IG time), having made several passes over all levels and am above 3500 rerecords, I'm quite content with current status of the TAS.
It might be possible to find other places to trigger the clipping glitch, I just haven't find any. Perhaps frame buffering could help, provided it actually does something. Also, using speed to trigger the glitch
is possible but I didn't manage to make it work anywhere practical (except 1:19).
Emulation