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Input is based on the shorter run, which does half the game.
Meaning the author didn't go back and adjust the "please don't fullscreen" but also to repeat CoolKirby.
There's repeated issues throughout the TAS and that usually goes hand in hand with a low rerecord count.
I suggest that the author to give it another go and take their time with the game when TASing and to use the userfiles until they're confident with a submission that is optimal.
And to also figure out the audio troubleshooting.
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The Hive is an old GameMaker game back when YoYo Games used to host titles on their site and not Software.
The TAS is also incomplete as there's 7 levels and a boss. Perhaps the author intended this to be a userfile instead.
Also to the author, please don't enable fullscreen like you did here.
Partially cause it loses a few frames, and the other being more difficult to dump it.
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Hello Pankaj Choudhary and Welcome to TASVideos.
Unfortunately this submission is slower than the currently published movie by ~18 seconds.
If you want to keep making attempts, and eventually improve on DreamYao's run perhaps uploading to your userfiles should help in the meantime.
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I started looking at this game after the previous submission and completed a full run which is 1,590 frames faster than yours (when your input is truncated to final input).
One major thing of concern is how your input is still coming off as RTA like which can be seen in the Gum Monster fight.
You can defeat the boss with Pac-Man only crossing the Gum Monster once, and you don't have to react to the monster's arm, instead letting Pac-Man tank the hit.
And the RTA like continues in that input when you look at it and see how you're shooting your pellets holding longer than necessary.
Please, take your time and use the tools that BizHawk provides such as TAStudio, cause you'll be able to clean up your input, and also discover that the B button helps save a frame in the Main Menu.
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If the translation doesn't do anything that would come off preferable over the base game (regardless of language) then I wouldn't have an issue with it, especially if it syncs between the two.
Bonus points if it syncs on multiple translation hacks of varying languages.
But if it has an advantage (or disadvantage) over the base game then I don't think a translation hack should be allowed.
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Because of how spaced the input is, I can't tell if you're intentionally worse than the RTA WR or not without having to load the bk2 to make sure where your input ends.
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So this doesn't really bring much as a category and comes off as one of those misc, category extensions that were done for the hell of it on srcom.
In saying that, this pretty much would fit right in Playground as it is literally a misc category (that doesn't exist on srcom) .
But to point out the branch, I'd argue this would be "failure, Break the Targets" and not "Suicide%"... However, that means that technically more can be done if you did a failure version of Board the Platforms. Showcase both at once, not one alone.
A Light Spike to the userfile has also been made skimming off 230 frames at the end, as well as correcting Header information in relation to the author, and the rerecord count.
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Original author name listed was "Just note that if there's mutiple authors on my file, it means I used an old input file with all characters unlocked."
So just to provide it. SRAM comes from this Publicationspecifically the userfile linked in the submission text.
Edit: Actually no, the verification movie is the Publication file.
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Ah if it isn't Sir Daniel Fortesque the greatest cowardly knight from all across the land.
Watched this during development, and before this was submitted.
Good stuff, and will be grabbing this for publications.
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TAS quality is extremely questionable and suboptimal, this was done in what can be assumed rushed and part of that can be due to the low rerecord count.
And to prove it here is my userfile for this title. I don't TAS platformers, cause it's my weakest genre for TASing.
Time is higher cause I'm using a Bios as a note.
Link to video
So, let me table it for everyone to showcase it, in frames per area/level:
Area
enderpal7
Spike
1
115
115
2
132
127
3
184
179
4
109
107
5
100
91
6
213
212
7
171
144
8
157
147
9
175
172
10
138
137
11
121
121
12
115
111
13
254
215
14
108
98
15
154
152
16
83
79
17
128
117
18
124
115
19
71
71
20
97
96
21
54
53
Final
2803
2659
There is a section in your input where you don't move for 3 frames.
Now I know why in other levels because I do a similar thing, but the level where this happens in doesn't make sense.
Look at level 13, where I'm 40 frames faster.
This is the introduction to the levers, which you can interact by walking or shooting, both is taught to you in this section.
You run to the first lever instead of doing a frame to shoot it and then jump towards the spikes and then at the second one you shoot at it as you're intended to do so for distances.
This is like something you need to be well aware of, I don't know why you didn't return to the start of 13 and actually fixed that error going "oh yeah I can shoot the levers".
And I'm ignoring the 30 frame gap in level 7 as a note, cause this error in 13 is the actual standout for the suboptimal input.
At the very end, you have an input error where you press A to jump, on the wrong frame, then the frame you're meant to jump is basically voided cause of the error'd input, and then you jump on the 54th frame.
There is no care, and no polish going on in this TAS.
The game is neat, my input in my crux of luck is suboptimal in my opinion, and someone can either create a new one from scratch, or take control over mine cause I did attempt polishing it within an hour of actually looking at it, as it is a relatively short game.
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Following the string of links that lead to the GitHub page to another GitHub page implies/showcases that the once made for GBJAM is now following a more active development for the passion project, meaning that the version you've submitted is (and it says on the itch.io page) incomplete, missing features, and not fleshed out.
Maybe wait when the development to this demake is actually complete instead of running through an unfinished prototype.
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