First I'd like to show you this new skip :
It's a 15 sec gain, but can only be applied to segmented runs or TAS, unfortunately. (because I suspect it's both pixel perfect and frame perfect)
Also, I would draw attention to this physical engine glitch resulting in Delta38 boucing against uneven surfaces. Rocks, barrels, curved plans, detailed meshes, numerous things may allow this kind of trick all along the game. Although this is the only lvl with a chasm to cross.
Maybe we'll find some more exploits like this...
That is insane, wonder if there's any way to help that be more consistent, I would bet there's more uses to this as well. Maybe different geometries would make different bounces.
Some precisions :
Is it pixel perfect ?
- Not really, as the jump can be performed independently of a precise start spot, neither a precise collision spot with the rock. This will only decide the trajectory of the jump (angle).
Is it frame perfect ?
- It's more than than. It's lucky-frame-perfect. I tell you about what I did : I first assigned the cheat "freezeframe x" to a key, x being a number in seconds. Then I froze the game, began to head towards the rock with adapted angle, and pressed the key to unfreeze the game for x second and freeze it imediatly after. Upon bouncing, I can press "jump" on the right frame. The idea was to repeat the experience, diminishing x each time to see what precision was required. Results : to make the jump systematically, the frames need to be 0.01 sec long, at max.
That means that if you want to do the trick, you need 100 FPS at least and have an amazing 0.01 sec reaction time. This is prohibitive.