Editor, Experienced player (895)
Joined: 1/23/2008
Posts: 529
Location: Finland
It didn't take much testing to find out that this game too has L+R glitches that largely wreck it. Walking D+U+R/L or R+D+L towards a wall, you warp really high up in air and can just walk over every obstacle. Gates, locked doors, etc. Walking against higher ground, you end up on top of it. Sometimes you also seem to shift collision "planes", so that you only register against some walls and are mostly unable to affect any objects in the game world (at least: from where their graphical equivalent is located). However, this does not work in rooms that are "3d", which is a shame because these rooms usually have some sort of lock in them. Other tricks: you can enter tubes without jumping in them by doing the above L+R glitch towards them. With Abe, you can "sneak" but continue moving quickly by putting L on turbo (darn... just tested it, the game counts this movement as running and not sneaking).
Editor, Experienced player (895)
Joined: 1/23/2008
Posts: 529
Location: Finland
Okay, I did a short TAS example of completing the first level to show off the glitch and a potential route. Optimized, but I haven't checked out small things like whether diagonal walking amounts to overall faster/slower moving. I probably won't make a full run of this game, but who knows. http://www.youtube.com/watch?v=7GI0ZFVeUQI A small trick I found while making this is that you can cancels Abe's turning delay by pressing L (for sneaking) for one frame as you turn.