Alice in Wonderland for the Game Boy Color is a platforming game that follows the plot of the 1951 animated Disney film. It features a number of mechanics and bugs that made it fun to TAS.
Game objectives
- Emulator used: Bizhawk 2.9.1
- any%
- Takes advantage of clipping oddities to save time
- Abuses a bug with the jump mechanic that allows for chained jumps
This TAS features a surprising number of frame-perfect inputs.
There's two key bugs that save time. First, clipping into platforms at particular heights -- and sometimes with specifically timed jump inputs -- causes Alice to clip up onto a platform she'd ordinarily not be able to reach. Second, Alice can chain jumps together provided the jump input isn't held too long, and provided there's enough of a gap between her vertical position and the top of the screen (i.e., she cannot chain jumps infinitely, like you can in Little Nicky... hmm, same developer...!)
Suggested frame for thumbnail: #2122 (Alice's expression amuses me.)
nymx: Claiming for judging.
nymx: Re-uploading movie to correct the cycle count.
nymx: Looks like both authors are in agreement to move forward. As it stands,
ninespaces's movie will be the one that we are going with. When i did my analysis between the two...it appears that
ninespaces was about 70 frames ahead, at some random point. So if there is anything better in
Induviel, then it would be the execution of individual moves. From my stance, this is not enough to discard this submission as saying, "It doesn't beat all times"...when in fact it does appear to. I would imagine that the two authors, working together, could produce an even higher optimized movie.
Well, your run is really good. I watched it along with the WR and it looks really sharp. My measurements show it to be around 4:45 faster. Congratulations on your effort!
Accepting.