Timing ends on Frame 12847, the last necessary input.
- File SHA-256: F58F2419F8FF94DBD1BD90D356AA8CD47E28592403372CA91D4C96445310233A
- NOTE: There is an older version of the game used in 100% runs, distinguishable by the lack of a version number on the very first screen and the presence of (kinda crappy) royalty-free music instead of the original soundtrack later introduced. This is the newer version, which has the version number "14NG" on the loading screen instead.
ERRATA/ISSUES:
- Fast-forward doesn't work, save states do.
- Normally, K.O.L.M. utilizes 3D functionality to produce a camera-panning effect on the 2D game screen in lieu of traditional screen-scrolling. This does not work in Ruffle as of yet; however, this is PURELY visual, and will not affect sync in any way, and all other graphical effects in the game work. Should Ruffle implement the required functionality the encode will become obsolete, however.
- In all screen transitions and loading screens, the game will experience severe, several-seconds lag. This is normal, and doesn't affect sync or encoding.
DESCRIPTION: This has to be my favorite TAS I've done so far. All of the tricks used are present in RTA speedruns, just executed to a level that puts human play in the dust, with the rest of the timesave coming from micro-optimized jumps, spam-shooting, and movement. This primarily means making all jumps at the most precise height as possible, dashing at every possible opportunity, and using recoil from shooting upwards to fast-fall when convenient. All of the tech used is as follows:
- After collecting an item, you can take a shortcut back to where you entered the room by quitting and then re-entering the game; mere mortals have to actually react to when the main menu loads and then click back into the game, but a TAS is able to do this instantaneously.
- Two death warps are used, one to bypass a shooter that you would normally need to duck under and another to speed past some annoying enemies en-route to collecting an item.
- It is possible to zip through a tunnel going left-to-right by precisely ducking and then unducking at the entrance of a small tunnel; this normally takes multiple attempts by a human, if successful at all, but the TAS is able to ace it every time. This is used in two screens in this run, and saves a ton of time. This doesn't work if there isn't a space one block lower to zip to, however, getting you stuck off-screen for your trouble. This can also be used to warp to another screen if an appropriate screen transition is available, but there isn't an opportunity in this particular route.
- If you shoot a door that is a higher level than your current weapon, then any minibosses on-screen will be damaged by the debris at a distance, which makes all but one such miniboss absolutely trivial. The second miniboss would normally have its AI exploited to get it stuck in a favorable position in a human run, but for a TAS it's easier and faster to literally just spam-shoot it. I also deliberately activated the third miniboss early, that way it ends up in a position where it won't bother me when it's time to unleash the cheese by utilizing the door trick.
nymx: Claiming for judging.
nymx: I thought I could get the ball rolling on this, I'm not ready for taking on any Flash TASes at this time. I'm setting back to "New".
feos: Claiming for judging.
feos: We don't put "any%" into branch labels.
feos: Replacing the movie with a version that ends input ASAP while ending the game, and the original submission is backed up here for encoding purposes, because the game will hide the credits once you stop hovering your mouse over the Credits button.
feos: Removed notes about interim libTAS requirement and dumping options, because for me dumping worked fine without
-g gl
, and accepting.
despoa: Processing...