New zip-glitch found in 1-6
3 years ago
Norway

Here's everything that's been found so far:

(Copying my entries in the earlier glitch discussion post)

" Yo, just right now I found a new Zip-like glitch on 1-6 after a botched run in Time Attack. "

" I've tried recreating it by jumping into that part of the wall while holding down, but I just get pushed out immediately as you see in the video over when I try it again. Same thing happens when I try to recreate it with the Fire Flower. I've eventually been able to recreate it once. I double jumped into a specific spot in the wall and spammed up and down once I hit the wall. I'm assuming the down input is what actually made me Zip, as that's what triggers the the moving platform zipps and the botched zipping attempts from the video in my previous post. Here's my recreation (hope you enjoy my desktop in the background): "

" My current guess is that this is due to an error from the developers' side when creating this wall. The levels in Bloo Kid 2 are made in a program called "Tiled", where you place small tile blocks to create your world. In this program you work with several layers: A background layer, a collision layer (all the ceilings, walls, blocks, etc. that Bloo interacts with are on this layer), and a foreground layer. Additional layers can also be added if I remember correctly from when I explored the program some years ago.

In a lot of levels you have hidden passages where it appears to us that we walk "through" the collision layer, i.e. something like this at 0:11 to 0:14 in Jumpy's 1-6 WR:

What's really happening here is that the "walls" are actually in the foreground layer (which we don't interact with). These then hide the actual blocks Bloo interacts with, i.e. the "real" floors, walls, and ceilings. What I think may have happened here is that the specific block we jump onto to get this zip is maybe a type of slope piece (collision layer), while the solid wall as it appears to us is actually in the foreground layer. I'll have to install Tiled and check out this stage at a later time to confirm if this is what's going on.

If it turns out that's not the cause of this, this could potentially have large consequences, since it could maybe open up for finding more zipping spots in other levels if we can figure out why it happens at this particular spot. Even if it is a collision layer/foreground layer "mistake", it's still possible there could be similar spots where the devs made the same mistake in other levels. "

So I've now taken a look into how the Collision layer for 1-6 looks in Tiled, and the results are rather interesting: https://imgur.com/KYow5FJ The tiles visible in this screenshot are all the blocks Bloo Kid can collide with, apart from the background platforms right next to that location. As you can see the Collision Layer wall at that location is a solid structure, meaning in theory there shouldn't be anything special about this particular spot to my knowledge at least. Maybe Jumpy could chip in here, since he's probably much better than me on technical stuff like this with all his experience from speedrunning other games.

So I guess now it's time to jump into every wall in the game while holding down and seeing if it causes us to bounce?

Edited by the author 3 years ago
Andet likes this
Norway

Here's some more screenshots of different layers at that location: https://imgur.com/a/MWtp5dM Interesting observation: At the spot where I jumped into the wall, there is an extension of the background_platforms (that can be interacted with) into the wall in the background layer (which you shouldn't be able to interact with). I'm not sure how to properly explain this, but if you compare the different pictures in that album hopefully you'll understand what I mean. As I've said a couple of times, we shouldn't be able to interact with the background layer, though it is somewhat interesting that there are objects in the background layer right where the zip happens.

Andet likes this
British Columbia, Canada

Very Intriguing, nice find Gappo. I'll check it out and try to find other spots in tiled as well. This could be pretty useful if it works in other places.

Edited by the author 3 years ago
British Columbia, Canada

Seems like you can clip into the wall without a double jump but not far enough in to zip

British Columbia, Canada

Just found another spot on 2-6 where you can clip into the wall but I am not sure if a zip can be done, will keep trying and update if I can do a zip

Gappo likes this
Norway

Can you describe where the clip is in 2-6?

Norway

Okay I've found a really good one in Green Hills' Fortress stage:

British Columbia, Canada

Clip is using the platform that the checkpoint is on and jumping into the left wall, doubt it would save time

Gappo likes this
British Columbia, Canada

I wonder if a right screen zip could be used in the ascent to save time? You could warp to near the top and if you somehow memorized the top section of the level you could save around 30 seconds or more. Even if that doesn't work it can still be used to skip the difficult sections of the level

Gappo and Andet like this
United States

I tried zipping in the Ascent but unfortunately 5-1 seems to be a unique case with a glitchy right boundary. But maybe something could be found

Gappo and ConnorH like this
British Columbia, Canada

Yep, can get it to work on IOS but not PC

Gappo likes this
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