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NorwayGappo1 year ago

Not much going on here, thought I'd share this PB I never got around to publishing. Record set Nov. 26th 2021.

I also have a glitchless WR for 1-6 that I might get around to uploading as well at some point ...

Anyways, toodles!

Wrap likes this
NorwayGappo3 years ago

Unlike the 1-6 one this Zip can actually save a couple of seconds:

This will of course not be allowed in glitchless, which is the dominant category right now, but at least now the glitched category for PC actually has a glitch. If I understand the inner working correctly we should be able to find several more of these spots in the future. Could open up for a potential (glitched) sub 44 any% in the future?

I'll do some more testing tomorrow, the clock is 6:38 AM so I should probably go to bed now lmao

ACPlay18, ConnorH, and Andet like this
NorwayGappo3 years ago

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?

Andet likes this
NorwayGappo6 years ago

I don't know if this trick is already known, but I've come across an exploit in the Time Attack mode where you can through the use of checkpoints achieve times lower than what should be possible to get through normal gameplay. It works as follows:

Reach the checkpoint marker while in Time Attack mode on any level. Then, have a monster/hazard kill you, and choose to restart from your checkpoint. The timer will now start at the same minute and second you reached the checkpoint, but it will reset you tenths and hundredths. This means if you hit the checkpoint at 1m 10.99s, restarting from the checkpoint will instead set you off at 1m 10.00s.

Depending on what your tenths and hundredths were before hitting the checkpoint, you can now achieve a potential 0.99 second time cut, minus the time it takes for Bloo Kid to accelerate from 0 to full speed when starting a level.

For example, I've been able to cut the time on stage 1-2 from a 34.21 to a 33.76 using this method, as can be seen here:

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