TASVideos

Tool-assisted game movies
When human skills are just not enough

Submission #4662: CoolKirby's Windows BomBun in 01:46.28

Console: Windows
Game name: BomBun
Game version: any
ROM filename: Bombun.exe
Branch:
Emulator: Hourglass-r81
Movie length: 01:46.28
FrameCount: 6377
Re-record count: 388
Author's real name:
Author's nickname: CoolKirby
Submitter: CoolKirby
Submitted at: 2015-04-19 02:54:40
Text last edited at: 2015-05-15 08:33:07
Text last edited by: CoolKirby
Download: Download (957 bytes)
Status: decision: rejected
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Author's comments and explanations:
BomBun is a fast-paced game by indie developer Kunedon. As a quick-footed rabbit, escape each of 10 rooms in 10 seconds before the building blows up! Each room contains a key that must be found and used to open a locked door and advance to the next room.


(Link to video)

About the run

  • Emulator used: Hourglass-r81
  • Aims for in-game time without sacrificing real time
  • Entertains without losing a frame
  • Genre: Action
  • Genre: Platform

To replay the run on Hourglass:

  • The game is most likely to work on Windows 7.
  • Open and close the game executable, then open it in Hourglass. This prevents a game crash.
  • Note that audio does not dump properly. My encode's sound was recorded from my system speakers.

I made this after browsing the SDARunsWithoutAPublishedTAS page, seeing the SDA speedrun and wondering how much time could be squeezed out of it. The game is very simple, but little tricks can still help save quite a few frames.

This game wouldn't run on my XP Virtual Machine, so I ran it on Windows 7 (with Aero turned off). This greatly decreased savestate stability to the point where loading a second savestate during a session would usually crash Hourglass. The rerecord count is therefore roughly the number of times I closed the game window and reopened it to test a different strategy. Glad we have that turbo feature!

Enjoy the action and Batman theme music!

Room-by-room comments

Room 1

  • The key becomes tangible on the frame after it reaches its highest point in midair. This means I have to jump to get the key as soon as I can.
  • I tried several different jumps. As all of them reached the door on the same frame, I chose the most entertaining one.

Room 2

  • I open some other boxes just for fun.
  • The key is spawned from the lower platform to save some waiting for it to become grabbable.

Room 3

  • This room introduces a jump that lets you fall through floors.
  • Due to the game's simple physics, it doesn't matter how early or late you jump; you'll reach the door on the same frame.

Room 4

  • This room introduces speed shoes that give a short speed boost.
  • I jump so that I open the key box in midair and then collect it as I land.

Room 5

  • This level looks simpler than it is. The main obstacles are the falling light fixtures, which daze you if you get hit by one, wasting time.

Room 6

  • The first 180 degree jump in the run. Unlike in most other games, it's fastest to hug the wall on your way up.
  • Speed shoes appear again in this level. Besides saving time by themselves, they're right on the path to the key.
    • It's half a second faster to spawn and grab the shoes as soon as you can instead of getting the key while waiting for the shoes to become tangible.

Room 7

  • This level has a tricky design for a speed-oriented route.
    • You can't land on the key platform from the left without getting hit by the light.
    • You can't jump high enough from the floor to reach the key as soon as it becomes tangible.
  • This meant spawning the key as early as possible to reduce the wait to jump and grab it from the floor.
  • The speed shoes are collected during the wait to save a few frames in moving to the door.

Room 8

  • A very straightforward room. Once again, I use a jump to open the key box and grab the key in one swift motion.

Room 9

  • This level has an open feel, and a quite vertical route. The main direction to go is up, since that's where the key is.
  • There are speed shoes in the corner of the level, but they take way too long to get to. In normal gameplay, you can easily run out of time trying to get them. I'm inclined to call them a trap.

Room 10

  • Time bomb set! Get out fast! Wait, there already was a bomb.
  • As the bunny stops on a dime, I had to hold off ending input until he steps into the door.
  • Final in-game time is 00:19. No sweat for our superhuman bunny!

Suggested screenshot


4494

Thanks to

  • The developers of Hourglass for the emulator
  • "The Barrel" on SDA for introducing me to the game through his speedrun
  • Kunedon for making this game
  • grassini for posting in my small forum thread
  • You, for watching


Scepheo: Judging...

Scepheo: This game isn't very known at all, failing to qualify for notability, and the lack of content in the run does little to offset that. It doesn't help that sound does not dump correctly (which violates the rule to only play games that are emulated well), so I'm afraid I'm going to have to reject this.


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