Game objectives
- Emulator used: Visual Boy Advance re-recording v23.5 svn438
- Aims for fastest
- Heavy glitch abuse
Abstract
Pocket Bomberman is a platform game to destroy all enemies and to go to goal door in each stage.
Bombs are not used as only weapon, but also footing.
This movie is improved version of [1535] GBC Pocket Bomberman by Robert_Ordis in 06:51.08 by optimizing each route and using some new tricks.
Ram informations
Address | description |
---|---|
0xC40F | Run count(decide x speed) |
0xC420 | Jump meter |
0xC421 | Y Speed(absolute value) |
0xC44E | X Speed(absolute value) |
Run count
Run count dicides the X speed of Bomberman.
This value increases 1 per frame when Bomberman walking.
Depend on Speed level, Bomberman's X speed is changed to 2pixel/frames. Following tables shows a relation of value and X speed.
Skate level | Runcount%8 |
---|---|
Skate+1 | 5 |
Skate+2 | 0,4 |
Skate+3 | 0,3,5 |
Saved frames in each stage.
This table shows saved frame in each stage from [1535] GBC Pocket Bomberman by Robert_Ordis in 06:51.08.
Stage | Saved frames |
---|---|
Forest 1 | 204 |
Forest 2 | 267 |
Forest 3 | 67 |
Forest 4 | 6 |
Forest 5 | -2 |
Ocean 1 | 6 |
Ocean 2 | 29 |
Ocean 3 | 31 |
Ocean 4 | 106 |
Ocean 5 | 5 |
Wind 1 | 30 |
Wind 2 | 21 |
Wind 3 | 24 |
Wind 4 | 14 |
Wind 5 | 0 |
Cloud 1 | 42 |
Cloud 2 | 32 |
Cloud 3 | 24 |
Cloud 4 | 31 |
Cloud 5 | 0 |
Evil 1 | 44 |
Evil 2 | 105 |
Evil 3 | 80 |
Evil 4 | 13 |
Evil 5 | 0 |
total | 1179 |
Used tricks
Wall throughing glitch
In this run, wall throughing glitch is often used except Forest 1.
Player can start this glitch from cramming into impassable tile.
Traditional cramming is caused by a border height of making bomb impassable.
If Bomberman reached to the border height whhile touching one passable bomb, the bomb is changed to impassable and it is equal that the Bomberman is in impassable tile because bottom of Bomberman's hitbox is still in the bomb.
So,Bomberman can cram into the next impassable tiles.
->Walking
In impassable tile, Bomberman can move to left/right free while landing and jumping.
However, while landing and touched edge of the tile, Bomberman will be pushed out to passable tile.
While jumping, Bomberman is not pushed out until it changes its direction when touching the edge.
->Jumping
When Bomberman jumped while it doesn't walking, Bomberman will be pushed to 16 pixel up. It is very useful to climbing the wall.
But,it can't be pushed up when Bomberman is in the 16 blockes height of map.
And in the case that bomberman jumps while it is walking (Jumpmeter is not 0), Bomberman jumps normally until horizontal key is pushed.
When jumping is complete, Bomberman will be pushed up for 1 blocks.
->New approach to cram into the impassable tile.
In this run, New approache to cram into the impassable tile was found and used.
When impassable tile exists in 1 left-down blocks from Bomberman, Bomberman can cram into the left impassable tile by just landing.
After cramming into the impassable tile, press B to jump in next frame and press right 1 frame after. If Bomberman could cram into the tile by 2 pixel/frame speed, Bomberman still in impassable tiles in the frame pressing right because next speed is 1 pixel/frame and Bomberman will pushed up.
->In the Ceiling
When Bomberman jumps in impassable tiles and reached to the ceiling (top edge of the stage), Bomberman will pushed into the ceiling.
And, in the ceiling, Bomberman can go down into 16 blocks under quickly by jumping while walking.
In horizontal stage, Bomberman goes with camera.
But, in vertical stage, Camera will can not follow to Bomberman.
So, when using going down from ceiling in vertical stage, RAM wathching is required for grasping position of Bomberman.
A little bit boosting X position
In this movie, a little bit boosting X position is often used.
The cause of this trick is same as traditional wall cramming.
When Bomberman jumps from passable bomb's position, the bomb is changed to impassable while Bomberman is not go away from the bomb completely.
And, in the case, Bomberman can be pushed out by changing its direction while touching outside from the left/right edge.
Frame rule
There is a framerule for destroying normal enemies.
Detection of bombfire is working by 1 of 4 frames for enemies.
Special Thanks
Vespa:for showing optimized power up route in Forest World.
Other comments
Used lua is here.
This shows Bomberman's speed, Runcount, Jumpmeter, and overview of the level.
Nach: This is one of the craziest runs I've seen in a while, and great audience response too. Accepting as improvement to existing run.
Ilari: Filling the form.