Submission #8470: keithPlayzStuff's Flash Midas in 01:37.93

Adobe Flash
baseline
(Submitted: midas.swf any)
libTAS v1.4.4
3917
40
998
PowerOn
Submitted by keithPlayzStuff on 7/25/2023 8:42 AM
Submission Comments
This is an any% TAS run of the flash game Midas from 2012. Current RTA record for comparison: https://www.speedrun.com/midas/runs/yjxj0eoz
I used libTAS v1.4.4 / Ruffle (This game does not use a mouse so whether your Ruffle has a GUI does not change anything.)
DRM warning! After going to https://www.kongregate.com/games/wanderlands/midas to get midas.swf, make sure to use
midas.swf --dont-warn-on-unsupported-content --spoof-url https://harry-lee.com
as your command line options. The md5sum of your swf should be:
5ecd54f9dfe104d1a61ed13bfe4f2d44
In general, Midas has strictly linear horizontal movement; there is no acceleration whatsoever in the x direction. He does have acceleration in the y direction, but holding jump while in the air does nothing, so the relevant factor is *when* the jumps are made. Each level transition takes the same amount of frames no matter what, making syncing pretty convenient. One thing that is annoying is that every time the level starts, you can press left or right but then if you hold it nothing happens. I don't know why this glitch exists but the only way around it is to wait a frame before making any inputs. If someone can get around this, it would be a 15 frame save or something like that.

Level 3

requires a brief pause or else you will get stuck in the pit, I tested what would be the smallest pause to still make the jump.

Level 5

this is the only level I am able to jump on a falling block. I have tried a lot in other levels to achieve this, but usually it just does not work out. perhaps there is possible improvements in other levels by leveraging falling blocks being jump-able. This is also the first level I utilize a fast turnaround when triggering a block to turn into gold from a jump. The game checks your position a frame before and it looks really weird when done optimally. (BTW the jittering is purely cosmetic.)

Level 6

nothing interesting to say besides that I grind-ed this level a lot trying to sequence break using falling blocks but it just doesn't work out.

Level 8 (and onward)

the first level that was a headache to route, but when I got a fast route it was really satisfying.

Level 9

this level is routed way better than RTA but to be fair it is ridiculously hard to do what TAS does here. This level also uses the fast turnaround trick from level 5.

Level 10 & 11

if I hit the middle block too fast it will crush me while jumping up, so I purposely wait a bit.

Level 12:

I couldn't sequence break having to wait for the block to fall, if someone can do this it's a time save.

Level 14:

surprisingly trivial although it is annoying I can't cleanly make the final jump.

Credits:

unfortunately it's impossible to make the jump. I tried, trust me.

note to judge

I goofed up and forgot to put the Flash metadata thing in there. https://tasvideos.org/UserFiles/Info/638258802894182542 Please replace the current file with this file ASAP.

ikuyo: Claiming for judging.
ikuyo: Replaced file with proper annotations and a 3 frame improvement.
This game didn't look like much at first, but this was a really well planned movie! The limited movement really drove some creativity. Accepting.

despoa: Processing...
Last Edited by despoa on 8/14/2023 10:55 AM
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