About the game:
The game has 29 stages (4*7 stages plus 1 final boss stage), and there's 1 WR speedrun on twitch of the game that I used for a quick overview of the individual stages. One starts with 5 lifes, and every finished stage adds 1 additional life. There exist passwords for the stages, and there also exist maps of all stages on VGMaps:
http://vgmaps.com/Atlas/GB-GBC/index.htm#C
Some list of different objects that exist in the game (and states in which they can be):
Player character:
(can be
- stationary standing,
- walking sideways (on ground but also with a walking animation midair which sometimes can add lag),
- going up or down stairs,
- entering and exiting doors or pipes,
- initiating or ending a teleportation (using warp plates)
- exploding/dying from enemy contact,
- jumping (from a jump plate) or falling,
- moving sideways in an arc motion midair (with or without walking animation meanwhile; and only if there's a platform at that side)
- in exit door entering animation,
- blinking due to an elixir,
- having a protecting sphere around him (using the sphere item)
- pushing an object (like a treasure box or 10 tons weight)
- turning around)
Other characters:
- Sylvester (cat),
- Yosemite Sam (cowboy),
- Wile E. Coyote (coyote),
- Floghorn Leghorn (rooster),
- Tweety (bird),
- Sniffles (mouse),
- Barnyard Dawg (dog)
- lamb
- Sam Sheepdog (dog)
- vulture
- Daffy Duck (duck),
- fire flame
(can be
- waiting,
- walking (including downwards on slopes and on dirty floors) or climbing along ropes,
- going up or down stairs or using pipes or door stairs or ladders,
- dying from getting hit by a bomb or arrow or moving object or by touching an invulnerable Bugs Bunny with elixir effect (with explosion animation),
- falling and can turn around with a turnaround animation)
Pickups (the collections trigger specific short sounds):
- elixirs (for temporary invulnerability and killing any enemy upon body contact; its effect starts at collection but it is only active outside key rooms),
- spheres (for temporary invulnerability but without killing enemies upon contact)
- keys (all 8 of them per stage are meant to be collected in order to advance; when the last key of a stage is collected, a sound occurs),
- arrows (of which multiple can be collected to have more than 1 simultaneously, and they can be fired sideways and then either hit an enemy or some wall from where they'd fall straight down and then either hit an enemy or explode and vanish),
- bombs (of which multiple can be collected to have more than 1 simultaneously, and they can be planted at Bugs Bunny's position or dropped midair and then they can either be recollected or they stay there and possibly hit an enemy when it is about at most 1 tile away from it; and for a given stage there can either be arrows or bombs but not both at the same time),
- hammers (allow to desstroy rocks)
- pickaxes (allow to climb over boulders)
- clocks (which freeze all enemies in a stage temporarily)
Weapon objects:
- treasure box
- 10 tons weight
(which can be
- stationary,
- moving sideways,
- falling straight down,
- hitting an enemy or a wall or the ground and vanish)
Environmental objects (of which some have different graphics in different stage types):
- stairs (for some of them one can walk past them at their bottom)
- door stairs (2 doors close to each other on different floors connected by stairs that one can either go up or down)
- ladders (at which one can stop midway and walk off them sideways and one can also turnaround midway)
- pipes (within which enemies don't interact with Bugs Bunny; and in these, it seems one is forced to keep going the same direction without turning around or taking a break inbetween)
- horizontal ropes (which Bugs Bunny and enemies can climb along or drop down from)
- jump plates (which will only force Bugs Bunny to execute a jump on them if he's standing on such a plate without holding Left or Right, and in this case, he moves up either until he bonks a ceiling and moves down again or Bugs Bunny holds sideways inputs to land on a platform or climb along a rope; enemies cannot use these)
- key rooms (they are entered through doors; in those rooms, by which I don't only refer to those that actually contain a key but also the cases when they are empty or contain a different item, the rate of non-lag frames generally is much higher with roughly every 2nd frame being a non-lag frame than in the rest of a stage, and sometimes there's even 2 non-lag frames in a row; they also serve as method to temporarily stop the movement of any on-screen or off-screen enemy)
- warp plates (which come in pairs and work like jump plates except they slowly teleport Bugs Bunny)
- exit doors (which require all 8 keys to be collected in order to finish a stage)
- grey rocks (that can be destroyed only by Bugs Bunny and only with a hammer if one was collected previously in the stage)
- black boulders (which only Bugs Bunny can move over and only if a pickaxe was previously collected in the stage)
- diagonal slopes (like 1-way stairs) that one can only walk downwards
- dirt floors (on which only Bugs Bunny moves with roughly half the usual walking speed)
- walls, floors (of which there also exist fake floors) and ceilings
- outside of stages there's also an overworld map with the stages and the fixed path through them
- - -
Optimization aspects:
In some cases if one moves Bugs Bunny to the bottom end of some stairs from beneath, one is forced to wait shortly before one can approach/use them.
The most important part of the optimization seems to lie in the order in which one collects the keys together with which paths one uses to do so (basically a Travelling Salesman Problem with enemies chasing Bugs Bunny).
Micro-optimization & finetuning that can still be done and tested out:
- some other routes can still be tested and optimized and compared with each other in the stages where the best route isn't as obvious (even though in almost all stages there's only 1 predetermined path that one can go, sometimes with doors spread throughout a stage that lead into empty rooms to confuse the player)
- maybe dfferent directions should be pressed in some cases to make Bugs Bunny move forwards to reduce lag/change the lag pattern (since Up, Down, and Forwards make Bugs Bunny move forwards, with Up and Down also making Bugs Bunny move/transition up or down whenever possible); or one could also leave some directional inputs out since not all of them are needed for movement
- in some cases when enemies generally don't need to be manipulated to be out of the way, one could anyways mess around and test different manipulations of their movement (by pressing directional inputs), since this most usually leads to lag differences
- maybe some strange effects could be achieved by using left+right or up+down; or maybe lag differences could be induced by adding more new button presses to the usual ones (like select or holding multiple directions at once); or holding some buttons instead of releasing them could reduce lag
- it probably would also be useful to figure out the general AI that the enemy types use, and memory addresses for the frames in which they check for inputs could be useful (aswell as further memory addresses for all kinds of other aspects)
- maybe there'd be ways to climb up walls or keep the falling state or prevent falling to hover over gaps or to prevent death when running into an enemy, or maybe there'd be methods to interact with an item that is further away (above or right below Bugs Bunny for example) to collect them from different places
- one can also play around with the timing of using bombs or arrows for influences on lag, or maybe it could be possible to kill multiple enemies with the same weapon/attack (and maybe even short detours in some stages might be worth it to kill another enemy early on to reduce the accumulated lag for the rest of a stage)
- maybe some glitches with different events happening simultaneously could be possible (by combining elements of the list of objects and states from above)
- - -
Some (ordered by stage) route & strategy comparison movie material (I didn't test many different routes yet and almost always just took a look on what the stages were like and estimated which route would be best if there were no enemies around):
- - -
Observations (partially with corresponding movies):
Apparently in some cases it is impossible during a jump on the way up to directly grab a horizontal rope when it is right above Bugs Bunny and instead (in order to grab the rope) one is forced to move forwards in the (slow) arc motion.
Memory: aran jaegar is banned and one cannot make submissions for a banned user on their behalf. If they wish to submit, they must first request an unban.