【TAS】世界上最難的游戲一命最速通關 5分10秒!

可能大家發(fā)現(xiàn)好像撞到了但是沒死,這里是原視頻的部分簡介,也許可以解答大家的疑惑,后面有我的渣翻
This is a tool-assisted speedrun [TAS] of The World's Hardest Game. I know it appears as if I should have died many times during this run but this is the way the game was designed. The original gameplay, speed of the player, collision detection, etc, remains untouched and is identical to the original version of the game. This run is 29 seconds faster than the human record and beats the old TAS record by Pzula by 13 seconds. This run improved on Pzula's TAS by implementing new strategies on levels 6, 8, 9, 10, 15, 18, 20, 23, 27, 28 and 30 along with one or two frames saved on a few other levels. I was able to pass through some dots without dying due to how collisions work. To perform collision detection against an enemy, the game checks for a collision at 5 different points on the player. These points are: Centre, right, left, top, bottom and are only one pixel in size. At each of these points, the game checks whether the point overlaps with a pixel in an enemy. For a collision to register the game checks the enemies current frame and next frame for a collision, so when the dots are moving fast like in levels 7, 9, 15 and 21, it is possible to avoid collision if the enemy only collides with one of the 5 points on the player for 1 frame......
這是WHG的工具輔助速通(TAS)。我當然知道視頻中好多地方本該炸了了,但游戲機制就是這樣的。游玩機制,移動速度,碰撞判定等等都沒動并且和原版完全一樣。此TAS比人手記錄快29秒并且比之前的Pzula的TAS記錄快13秒。這個TAS在Pzula的TAS的基礎上改進了6,8,9,10,15,18,20,23,27,28,30關的思路,當然也還有其他的一些關快了一兩幀。由于碰撞的檢測邏輯,我可以無傷穿過一些藍點。碰撞檢測具體點來說,游戲會對玩家的五個判定點進行檢測,即:上、下、左、右、中心,大小均為一個像素,游戲也就是檢測這些判定點。游戲會檢測檢測前后兩幀的碰撞情況,所以在7,9,15,21關里,如果方塊只有一個判定點與藍點碰撞一幀,就不會炸。
簡單來說,方塊在上下左右中心有五個判定點,如果僅有一個判定點只與藍點碰撞一幀,那不會判定死亡。