Elliot Glazer
Elliot Glazer
@ElliotGlazer
Sep 18 7 months ago 16 tweets Read on X
AI Summary

We made a crazy game called "One must imagine The Kid happy," showing a 500 quadrillion-year journey of perfect pixel tricks in a tough indie fangame community. It involves super precise jumps, glitches, and grinding through endless loops to reach the end—taking more than 500 trillion years of perfect moves! If you love hard challenges, try it or join our community!

Our Sisyphean creation has been released! We have affectionately named it "One must imagine The Kid happy" and have uploaded edited down footage of the 500 quadrillion year journey the Kid takes.

@ElliotGlazer
I've made the hardest video game of all time with my TAS'er friend, Nick Nameless. We'll post the video tomorrow along with an explanation thread.

This is a game made in the standard physics engine for the I Wanna fangames community, a large gaming community that makes fangames and fan-levels based off the hardcore indie game I Wanna Be the Guy.

I've been involved with this community most of my life and have spent much of my time in it finding pixel perfect tricks exploiting quirks in the engine to create precision platforming not previously thought to be possible. This project of mine came to be known as "pixology."

E.g., one such mechanic is "aligns." Since the Kid (the player character) run at a constant speed of 3 pixels per frame, the x coordinate is invariant mod 3. This value is your align, and is essentially only changed when colliding with a wall (often needed to setup a jump).

I've created vastly superhuman challenges from my knowledge of these exploits. 3 years ago Nick and I released "It's Uncanny How Easy It is," a linear progression of 5 screens of difficulty: "trivial, trivial, trivial, takes 2.8 million years of perfect movements, impossible."

That one can be found here

It exploits a quirk in the gravity. The game pulls you at an angle of 3pi/2 radians, estimated every frame. Normally, that rounds to perfect downwards gravity, but at x=1, your (double floating point precision) x coordinate decays 1 bit per frame.

The game forces you to jump away from spikes every second frame (25 times per second), for 2.8 million years while your x decays to 0.5. Then inconsistent rounding conventions gives you a hitbox effectively shrinked by 1 pixel, making the 4 spike jump possible.

That was the SotA in superhuman games for years, but I wanted to find the absolute limit (as I am wont to do). Precisely: create a single screen challenge, using only vanilla, static objects from the engine, that takes the longest time and most frame-perfect inputs to clear.

To reach the ceiling of precision, we needed to stack double-precision decay in both variables, forcing the Kid to achieve every subpixel combination in the duration of the challenge. We found a set-up to achieve this a few months ago and went about constructing the challenge.

Horizontal decay is achieved by the ice block mechanic, since it accelerates the character at a non-dyadic parameter of 0.2. The Kid can jump from it 5 times (frame-perfect due to the spike covering it) before the alignment forces you off. You must loop around using the vines.

Now we implemented vertical decay. The align prevents the Kid from touching the sides of the vines (overlaid on kill blocks), so you must jump from the pixel below. For the second vine, this pixel is unreachable (your jump surpasses that pixel between frames), so you're stuck.

...but as you repeatedly jump from the lower vine, the non-dyadic jump acceleration decays your subpixel. 10 trillion vine jumps later, you have decayed 0.6 px, finally capable of reaching the second vine jump. The loop can be completed.

1.6 trillion loops decays your x sufficiently. 0.5 horizontal subpixel, "diet" (the effectively shrunk hitbox) activated, you can perform the final step, using the 15 px/frame vine jump velocity + 1 px from diet to surpass the 16 px wide minispikes in the upper right.

Then access the last vine-spike crevice and jump to victory. 500 quadrillion years of pixel-perfect movements with no tolerance for errors or opportunity to rest. You cannot stop on the platform near the bottom; the surrounding spike position cannot be cleared from rest.

If you seek refuge in absurdity, then download the game and try it yourself, or join our community if you wish to further research into the spike (dm me for discord invite).

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