Game Objectives

  • Full Completion
  • Heavy Glitch Abuse
  • Emulator Used: PCSX-RR v0.1.3
  • Bios: SCPH1001.bin
  • Graphics: P.E.Op.S. Soft Driver 1.4 (Abe's Games Fix enabled)
  • Sound: TAS Sound Plugin 0.2 (any other causes a desync)
  • Controller 1 e 2: Segu Direct Pad Pro Driver 0.4
  • CD Rom: TAS ISO Plugin 0.2

Dooty's Comments

That was my most challenging run so far, but also one of the most enjoyable runs to do, and I hope you also enjoy watching it. Since this run is all about rescuing the Mudokons, I'll explain it Mudokon by Mudokon instead of Stage by Stage, but let me talk about the tricks that were useful to rescue them first.

Gitches and Oddities

Auto Turn Delay

Some of Abe's actions like climbing ledges or mounting Elum will automatically turn Abe around if he is facing the wrong direction, start running delays that action until Abe turns around again, be careful not to jump though, as it cancels the glitch.

Infinite Pick Up

Crouch and hold the square button near a grenade, rock or meat then turn around before Abe completes the animation, turn around again and he will pick up as many items as he wants, but he can't use the extra items in some areas nor carry them to other stages.

Screen Boundary

Turn around while running before Abe reaches the next screen then stop, and he is safe to chant as long as there's no Slogs, Scrabs or Chant Droids near by. You can also jump if he is two steps far from the screen boundary.

Ghostly Elum

You must do the Auto Turn Delay glitch and mount Elum near a flying mine, order bomb or grenade for this to work, but do this on the wrong frame and you'll have just an invisible Elum that won't move.

Walk Through Walls

While riding Elum, hold the R1 button and run towards a wall, when you are about to bump release the R1 button to walk through the wall.

Tamed Slogs

There's some Slogs that will attack even the Sligs. But fortunately for Abe, if a Slog kills a Slig after he says "here boy", they will become Abe's best friends.

Untouchable Abe

I was trying to lure a Paramite with meat acquired with the Infinite Pick Up glitch when this glitch happened, very unstable, you must be crouched on a specific spot otherwise the game hangs.

Keep Moving

Troughout the run you'll see Abe running to and fro with no apparent reason, it's done to keep the Mudokons also running on the background, otherwise they would just walk or stop near some ledges.

RuptureFarms

Mudokons # 1, 2 and 3

This game is chock-full of secrets, the first one is on the very first screen. To avoid making mince meat out of the Mudokons, Abe must talk to them and exit the area when the grinders are at a certain height.

Mudokons # 4 and 5

Before the second secret area, Abe must pull a lever to disable an electric fence. To complete RuptureFarms, ten grenades must be used, so, better pick them all from this Boom Machine. Any noise like a grenade exploding or a Slig shouting scatters the Bird Portal, also Abe would drop all of his grenades if he chants near a Chant Droid, or maybe not...

Mudokons # 6 and 7

There's lots of land mines blocking the entrance of the third secret area, to clear the path, Abe must use a grenade, but not on the same screen or the game hangs. It would save some time if the Mudokons could land near the Bird Portal, but it's too high and they can't stand the fall. On the other hand, Abe can hang on ledges so he lands safely.

Mudokon # 8

There's a Mudokon above the second secret area, but since I'm not going to come back here, best bring him with me on the way to the fourth secret area. That Chant Droid must be eliminated for Abe to chant and keep his grenades.

Mudokons # 9 and 10

There's a Slig sleeping near a lift and Abe must kill him to rescue the two ramaining Mudokons in this area. Again, the grenade must be thrown from a specific spot for the game to not hang.

Mudokons # 11 and 12

These two Mudokons are pretty straight forward to rescue; talk, run and chant, simple as that. Even a one legged Slog would have no problem doing the job, but the next ones are not so easy...

Mudokons # 13, 14 and 15

Okay, that one legged Slog would have a lot of trouble to rescue the Mudokons on the fifth secret area; two Sligs to kill, a land mine and a Chant Droid to destroy while avoiding to scatter the Bird Portal may be a little too much for him.

Mudokon # 16

An electric fence to disable, two Sligs to take care of and a bomb to defuse, not as hard as the previous rescue and not as easy as the one before that. Well, you can say it was an average one, that's all.

Mudokons # 17, 18 and 19

It's not possible to avoid all the Sligs in this area, so, before Abe can proceed with his rescues a possessed Slig will clear the path for him.

Mudokons # 20 to 25

Without those pesky Sligs to worry about, Abe just need to avoid some grinders to rescue six more Mudokons to leave this area.

Mudokons # 26, 27 and 28

There's three easy Mudokons to rescue if you know where the sixth secret area is. Abe will die if he falls from those trapdoors while he is walking or running, but if he is rolling he will safely land on the ground bellow. The flying grenade at the end of RuptureFarms costs 20 frames, but I think it's a nice touch, so, I left it in.

StockYard Escape

Mudokon # 29

On the second screen there's a Mudokon in the shadows below who will soon be eaten by the Scrab if Abe don't act fast.

Mudokons # 30 and 31

The strategy to rescue the Mudokons on the seventh secret area may not look, but is the fastest I could come up with.

Mudokons # 32 and 33

Here is where the Screen Boundary was used for the first time. To rescue these two Mudokons Abe must possess and kill those two Sligs, it's not nescessary to kill the lower one as soon as possible, but he would be possessed while Abe opens the Bird Portal otherwise.

Mudokons # 34 to 37

There's two ways to get into the ninth secret area, the other one is slower and puts Abe on a bad location. As said before, while Abe is running the Mudokons do the same, even in the background, and it was used to make them reach the Bird Portal while avoiding a land mine.

Mudokon # 38

Abe can jump over three land mines with easy, but the Bird Portal that leads to the tenth secret area doesn't work until he blows at least one of them, odd. The Screen Boundary is a really useful glitch, and it saved quite some time on the run.

Mudokon # 39

On the way to the eleventh secret area Abe blows up a land mine, it will save time to reach the next secret area. Like the Screen Boundary, the Auto Turn Delay can save time everywhere, here it's used to avoid a Slog.

Mudokon # 40

Unfortunately the Screen Boundary doesn't fool the Slogs, so, the strategy to rescue the Mudokon on the twelfth secret area couldn't be more simplistic, sorry about that.

Mozaic Lines

Abe set up an Auto Turn Delay glitch at the end of StockYard Escape, and it will save quite some time here. There's some Mudokons here too, but they're free and need no rescue, some of them will shoot Abe with his slingshots unless he play Simon Sez and copy their whistles, or will they?

Scrabania

There's lots of interesting glitches involving Elum, two of them saved a lot of time here; the Ghostly Elum can safely walk over land mines, and the Walk Through Walls avoided a long sequence of events. Another stage full of free Mudokons, better leave them alone.

Scrabanian Temple

Empty Doors

Only the two lower right doors have Mudokons in it, on the rest of them Abe just needs to pull a lever to light the flint locks, learn the bell songs and possess the bells.

Mudokons # 41 and 42

Did I mentioned how useful the Screen Boundary is? Well, the Tamed Slogs glitch also is. Disable the UXB, possess the Slig, tame the Slogs, possess and kill another Slig and chant to free your fellow Mudokons, that's it for the fourteenth secret area.

Mudokons # 43, 44 and 45

I was just trying to cross the gap here when the Scrab fell to his death saving some time on the fifteenth secret area.

Mudokon # 46

Optimization sure saves some time on any run, but glitches saves even more. I think the Auto Turn Delay is the most useful glitch of the game, without it, the sixteenth secret area would take twice as long to complete.

Scrabanian Nests

Lots of Scrabs, pits, lifts, levers and a dramatic background music makes this one of the most complex stages in the game.

Paramonia

There's lots of interesting glitches involving Elum, two of them saved a lot of time here; the Ghostly Elum can safely walk over land mines, and the Walk Through Walls avoided a long sequence of events. Another stage full of free Mudokons, better leave some of them alone. (again???)

Paramonian Temple

Empty Doors

Only the first lower right door have Mudokons in it, on the rest of them Abe just needs to pull a lever to light the flint locks, learn the bell songs and possess the bells.

Mudokons # 47, 48 and 49

The trick here is to feed the Paramites so they will leave Abe alone long enough to rescue his fellow Mudokons.

Paramonian Nests

The Infinite Pick Up glitch saved quite some time on the previous doors, but here it's useless; no matter how many items Abe has, they just disappear when he enters this door.

StockYard Return

Hey, looks like the security system has been upgraded since the last time Abe passed through, fortunately there's no Mudokons to rescue here.

RuptureFarms 2

Mudokon # 50

In the any% run this is the only Mudokon that must be rescued, and it's a pretty easy one to rescue, take him to the next screen then chant, simple as that.

Zulag 1

Mudokons # 51 to 54

There's only one Bird Portal in this area, so all the Mudokons must be brought here from wherever they are to be rescued, and the Tamed Slogs glitch makes the task a little less boring.

Mudokons # 55 and 56

To rescue one of those two Mudokons, Abe must; scare the Slig, talk to the Mudokon, hide in the Screen Boundary, possess the Slig and blow the land mine with him, the other one; just chant...

Mudokons # 57, 58 and 59

The Shrykull power acquired from the previous Bird Portal will help Abe in the process of rescuing these three Modokons, the rest is just like the Mudokons # 13, 14 and 15 with the added complication of another Slig.

Mudokons # 60 and 61

I just love the Screen Boundary glitch, without it, Abe would have to possess two Sligs in a roll to rescue these Mudokons.

Mudokons # 62 and 63

They are where the Mudokon # 8 was in Abe's first time through, but now instead of a land mine and a Chant Droid, there's four Sligs and that chasing Slog to deal with.

Mudokons # 64 and 65

Abe can also kinda talk to Sligs, say "hello" on the right frame and they will walk straight forward or answer you, this way Abe can rescue these two Mudokons with less effort.

Mudokons # 66 and 67

Some times when Abe chants, a Slig will start to swivel fast left and right, when it happens Abe can safely stand beside him.

Mudokons # 68 and 69

Abe have to possess a Slig here not only because it was faster, but also because he can't use those glitched grenades here.

Mudokons # 70, 71 and 72

Finally some easy Mudokons to rescue, Abe doesn't even need to talk to them, just chant and then go to the first secret area of the game again.

Mudokons # 73 and 74

Abe can't tame this Slog as it will not attack his master, so, it's best to get it out of Abe's way while the Slig is possessed. Have you noticed some Sligs screaming when Abe chants, even when there's no Sligs near by? Odd.

Zulag 2

Mudokons # 75 and 76

Abe can toss as many grenades as he wants near a Boom Machine, but anywhere else will hang the game, that's why he blows up those land mines from here.

Mudokons # 77, 78 and 79

There's a Mudokon traped by an electric fence, to open it, a Slig must talk to a voice lock and I was lucky to possess him the way I did.

Mudokons # 80 and 81

They're on the same door as the last three ones, but Abe must use the Shrykull power acquired from the previous Bird Portal to rescue them.

Mudokons # 82 and 83

Abe must pull a lever at the end of the stage to open the door to Zulag 3, it may look wierd the way I did it, but he can't tame all the Slogs here.

Zulag 3

Mudokon # 84

This stage is a little tricky, but I was lucky to have the flying mines in the position the are in the run, really lucky.

Mudokons # 85 and 86

Abe should have used the Shrykull power to reach those two Mudokons, but it will be more useful on the next door.

Mudokons # 87 to 90

Ten grenades is not enough to complete RuptureFarms 2, but Abe can't grab them all from the same Boom Machine or the game hangs, and this seems to be the best place to pick up some more.

Mudokon # 91

Here's where the Shrykull power acquired on the previous door will come in handy.

Mudokons # 92 and 93

Those guys are really well guarded; seven Sligs, one Slog and an electric fence, what a waste.

Zulag 4

Mudokons # 94 and 95

For some unknown reason, the Mudokon # 95 was crossing the gap near that Chant Droid instead of just fall off of the ledge, rolling with Abe fixed this.

Mudokons # 96, 97 and 98

It was exactly here in this stage that I first saw a guy doing the Tamed Slogs glitch, a really helpful glitch if I'd say so myself.

Board Room

Modokon # 99!

That's the last Mudokon to rescue, obviously. Too bad Abe can't chant to rain Shrykull power all over the RuptureFarms executive board, the game locks up when he tries to do so.

Special thanks to

Zeupar, for motivating me to do a run of this game. Phoda (my nephew), for pointing some mistakes on my wips and for helping me out with the submission text. Dada, for his efforts to encode the movie. Antd, for the tricks and glitches you'll see in this run, almost all of them were discovered/first used by him.

Possible Improvements

Shout "look out!" instead of walk to kill the Sligs on "Mudokons # 62 and 63". Rescue Mudokons # 96, 97 and 98 before Mudokons # 94 and 95 to avoid back track. Not using the Ghostly Elum glitch on Paramonia may be faster, test it.

Suggested Screenshot

frame 164606

Mukki: Claimed. I look forward to watching this.
Mukki: Wow, consistently entertaining and surprising all the way through. Very admirable for a run of this length. Pleased to accept.
Mukki: Submission file updated at the author's request.

Brandon: Publication underway.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15629
Location: 127.0.0.1
This topic is for the purpose of discussing #3128: Dooty's PSX Oddworld - Abe's Oddysee "100%" in 1:09:23.73
Joined: 5/14/2007
Posts: 525
Location: Pisces-Cetus filament
This movie is awesome! Its quality is on par with that of the game. This game looks hard to TAS, but everything seems optimized in this run, which is a proof of the hard work of the author. Also, the detailed submission text helps to fully enjoy it. Thank you for bringing back memories of this little masterpiece in such an entertaining way, Dooty. :D
AzumaK wrote: I swear my 1 year old daughter's favorite TASVideo is your R4MI run :3 xxNKxx wrote: ok thanks handsome feos :D Help improving TASVideos!
Editor
Joined: 3/10/2010
Posts: 899
Location: Sweden
Encode requested.
creaothceann
He/Him
Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
Seconded :)
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Claiming HD encode for Youtube since it's already done and just needs to finish uploading. PS, to those who are going to make an SD encode: you need to use P.E.Op.S. Soft Driver 1.4 to encode the gameplay to avoid massive graphics glitches. Because this causes MDECs to play back too fast, I recommend recording the intro logos and the end sequence with the TAS Soft Graphics Plugin and then splicing them together. The resolution is 368x240.
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
Having bought and played this recently for Windows, I'm looking forward to watching this.
Joined: 3/18/2006
Posts: 81
Location: Finland
Oh! I'm so waiting for this encode. I love this game and the sequel too. This should be quite enjoyable to watch with high etertainment value. Let's see how run meets my imagination once the encode is uploaded!
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
I've been having some (now fixed) internet problems so the run is slightly delayed, but it should be up tonight (in about 14 hours). Sorry that it takes so long, but it's a rather large HD encode and I'm also still uploading Chrono Trigger, so that's why. PS: it's a really good run, resounding yes vote from me. edit: Upload has finished, it's currently processing but it should become available soon enough. Link to video
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Thank you very much for the encode, Dada! However, it seems like it's missing the last few minutes of gameplay. There are also some small errors with some foreground objects (especially when a Slig blows up or when Abe uses his lightning attack). The game is long, but each part is really great. I'd be happy to vote Yes on this once I can see the entire thing, as opposed to 92% of it. EDIT: Ah, so it was the full movie. Yes vote indeed.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
mklip2001 wrote:
it seems like it's missing the last few minutes of gameplay
No, it's not, even the ending sequence is there. Some parts of the encode seems to play slightly faster than the emulator though. about the graphics errors: it's not his fault, the Abe's Games Fix disable the transparency of the game to fix some major graphic issues, but it causes some other small errors, like the ones you noticed.
I am old enough to know better, but not enough to do it.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Dooty wrote:
mklip2001 wrote:
it seems like it's missing the last few minutes of gameplay
No, it's not, even the ending sequence is there. Some parts of the encode seems to play slightly faster than the emulator though.
You're right, I hadn't noticed this before, but my encode is faster than it's supposed to be. I suppose this is because of this. In short: kkapture requires an unrestrained FPS (otherwise, apparently, it locks up). That works fine with the TAS Soft plugin, but not with the P.E.Op.S. Soft Driver 1.4. Maybe the gameplay itself is at the right speed, but all loading screens and other duplicate frames have been compressed down to one? That might make sense. Hmm. Not sure how to fix this one. I thought the gameplay would have had the correct speed. Someone who has worked on PCSX or PSXjin should give us some advice.
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
There are a couple of places where instead of shouting "look out!" and then shoot, you walk to avoid shooting the mukodons. Isn't this slower? Is the invisible elum glitch necessary? In fact, the second one looked like it just required more time than not triggering the glitch. I think using the glitch detracted from entertainment. Although not so much as to not to vote yes.
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Walking is in fact slower (Mudokons # 62 and 63, sorry about that), but some mudokons react faster than the others when a Slig says "look out", they will stop whatever they're doing and only then will hit the deck (Mudokons # 68 and 69). about the invisible Elum, it's faster than pick up an extra rock to blow the land mine where the Slig fell to his death.
I am old enough to know better, but not enough to do it.
Morrison
He/Him
Former player
Joined: 8/2/2006
Posts: 195
Location: USA
I didn't have time to watch the whole movie yet, but the run looks very good from what I saw. Love this game. The precision looks excellent! I cringe every time the mudokons barely make it under a meat grinder or just miss a bullet.
twitch.tv/Retrogaming2084
Joined: 3/18/2006
Posts: 81
Location: Finland
Oh yes! It was so entertaining hour! All those tricks and rescue operations made to look easy. And it was actually very impressive to see all those secterts that I missed back in my childhood. Strong and entertaining run from first steps to the last animation! :) So strong yes from here!
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
Dooty wrote:
about the invisible Elum, it's faster than pick up an extra rock to blow the land mine where the Slig fell to his death.
I assume you are referring to the first usage of the glitch? There it was clear that it saves time. However, in the second instance it's not so clear.
Joined: 12/27/2007
Posts: 50
Location: UK
Wow, that was seriously good. Fast paced, well-timed actions, exploitive gliches and most importantly, high entertainment. A huge yes vote.
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
@ Warp: I was referring to the second usage, but I'll put it on the Possible Improvements section anyway, thank you for pointing this out.
I am old enough to know better, but not enough to do it.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
By the way Mukki, since you claimed this run for encoding, you might want to take a look at http://tasvideos.org/forum/viewtopic.php?t=11129 In short, I've had problems encoding this run for Youtube. Encoding in PEOpS apparently causes lag frames to disappear, resulting in a faster encode. Let me know if you find some other way to fix this and get a proper encode, so that I can fix the Youtube version.
Skilled player (1099)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
Dada wrote:
By the way Mukki, since you claimed this run for encoding...
Huh? The comment in the submission was a claim for judging, which I have done. I do not encode for the site.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Oh, in that case nevermind. :) edit: if I figure out how to fix the speed issue (or at least exhaust all possibilities; maybe a slightly shorter encode is acceptable for now, given the fact that this might not be possible to fix without seriously modifying the emulator or PEOpS plugin), I'll make an SD encode too, if necessary.
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Hi, since it's not yet encoded, I just fixed one of those mistakes, is it possible to replace the submitted file by this one? http://www.mediafire.com/?i6a009gqa666n5g if it is, how do I do that? it's already replaced edit: it fixes this mistake: Rescue Mudokons # 96, 97 and 98 before Mudokons # 94 and 95 to avoid back track. about the other possible improvements, they cause too much desyncs, so it may be fixed on a future run.
I am old enough to know better, but not enough to do it.
Joined: 1/2/2010
Posts: 29
Location: China
This is some seriously messed up Prince of Persia going on here.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
I am in the process of redoing the encodes with the new fixes, by the way. Also trying to find out why using PEOpS makes the encode faster.
Brandon
He/Him
Editor, Player (191)
Joined: 11/21/2010
Posts: 914
Location: Tennessee
Claiming for publishing under the premise that Dada provides the encodes.
All the best, Brandon Evans