Gameplay
This is a point-and-click puzzle game where you have to find objects you need to click, and to click them in the right order to advance in the game. It's incredibly easy and short, but it has some unique charm and atmosphere, later expanded in 2 sequels.
Trivia
- The playaround was VERY hard, because I had no way of knowing how something sounds until I make a video and watch it in VirtualDub to know what frame it is at.
- Also this game consists of several SWF files, so if I accidentally advance too far, I'll have to replay the movie again to get to the previous section, because its states got nuked.
- Creating something that tries to be a beat in the second level was very hard, because the game is only 25FPS, and the notes have to have even durations no matter how much you divide them by 2.
- I used GuitarPro to figure out how long my frames are in terms of GP notes, then I made it 6/4 to get the tempo I wanted from those minimal note durations, then I created a catchy beat... and then it didn't fit into the game at all.
- The "kick" sound is fine, I can hit that button every other frame. But the voices imitating snare only launch on 4th or 5th frame after you poke the guy, and my 16th note kick pattern failed to properly fit in among those pokes that were made well in advance. It made the beat sound skewed and bad, so I had to remove the neat stuff.
- I also spent a lot of time planning where to put things and what to do in other places and in parallel, tho overall it became easier and easier with every level.
- libTAS markers that got added in 1.4.5 (with my involvement) helped insanely well. It would be almost impossible without them.
Technicality
- Ruffle can't stop music when switching to the next SWF in this game (in its sequel it works just fine tho).
- I tried to fix it, but my lack of familiarity with rust, as well as somewhat complicated requirements resulted in my fix getting stuck.
- As a result you have to edit SWF files and add code that stops all sounds where it's about to switch to the next file. All files are fixed by inserting
stopAllSounds();
beforeloadMovieNum();
inDoAction
, here's where it needs to be:
lyzar1.swf | scripts - frame 716 |
main.swf | scripts - frame 1176 |
rybar.swf | scripts - DefineSprite (524) - frame 461 |
strojovna.swf | scripts - DefineSprite (38) - frame 123 |
strom.swf | scripts - frame 359 |
vcely_skala.swf | scripts - DefineSprite (181) - frame 413 |
vodarna.swf | scripts - frame 163 |
SHA-1
Original | |
---|---|
lyzar1.swf | 911276c71792e76c06dda38473f93b49be10e69b |
main.swf | f945de87496964dbface1d51844685405c7b2eff |
outro.swf | cf41b664cd14ae79599824f1be7201dd5b9e7e33 |
rybar.swf | c4428822359bf9053787746672230ecce3c69b43 |
strojovna.swf | 72d207292b5a22e876d2a34de5f0ee48dfe41449 |
strom.swf | 01c708e3a855652088e746b09cdbbd596e24715c |
vcely_skala.swf | 8ab1609c2b51d0ed4f3dedea40e1705aca6556f4 |
vodarna.swf | f94e0eae37da5ea2bd59b3c0d19812e1e7ccabb1 |
Fixed | |
---|---|
lyzar1.swf | 7f1ec5197d23c328cc1f6c3db7d8512a0a0668f1 |
main.swf | 5ad85a37f4c602fa9802e350fed1687833adb085 |
rybar.swf | fb57da6617980e31ef85a71b396ea5023e4e0cf4 |
strojovna.swf | cb19df2b065133dcc60bfd057492255182cae60a |
strom.swf | ee19bb4e757f02b62a5f93a20b5a7894d6f9acf5 |
vcely_skala.swf | 3d121b8f2b7d04c65325db1f56113ad5f4574b25 |
vodarna.swf | f8681b96489bca8f6b84534d1661108e52188e94 |
eien86: Claiming for judging.
eien86: A bizarre and unique point and click game. It's comprised of a handful of stages where you have to solve two or three mini puzzles to advance to the next one. Overall not so hard to solve in a casual playthrough once you understand what the expectations are.
As far as I can tell, this movie is fully optimized. That is, it executes the actions required to advance as soon as possible. (Note: Given the amount of things happening at the same time, this is almost impossible to determine unless you play it casually).
Although this game calls for a very simple movie, the author makes every effort to play around with all of the screen's elements. Most frequently, the non-essential ones (red herrings) are triggered to make for an entertaining audio/visual effect or to sync with the music.
Encoder: I found the same SHA1 files as indicated by the author with relative ease. However, I wasn't able to find 'main.swf'. Instead I found one 'intro.swf' (969d06cb2c641605e3e6ad0960c9f39906578ad0) which synced just as well.
I suspect any version of the original game's .swf files that can be found out there will also sync. However, there is a newer distribution (GOG, Steam or official site) which I doubt will sync. I also haven't tried the modifications to disable music superposition across stages, as it suffices for me to approve to just sync the original game.
Accepting to Standard.
despoa: Processing... For future encoders, the run will only sync if the parameter
-g gl
is used. -g vulkan
will not work and the run will desync at the start.