Submission #9239: Mikewillplays's Flash Flagman in 02:03.00

Adobe Flash
baseline
(Submitted: flagman_u.swf Andkon)
libTAS version 1.4.5 + ruffle-nightly-2024_01_16
3690
30
2660
PowerOn
Submitted by Mikewillplays on 8/16/2024 4:55 PM
Submission Comments

Movie information

  • This movie was made with the --no-gui argument
  • MD5 hash: 60cfd2ff4696adf4ee7923c9f8de1a07
  • Since this game is usually URL locked, you can download an unlocked version here

About this game and movie

Flagman is a game developed by Joe Willmott, it's composed out of 18 levels where you're tasked to reach the end of the levels with a flag you obtain in each level.
This movie aims to complete all 18 levels, and it accomplishes that goal faster than the Any% WR by Nuno137 by roughly 21 seconds.

Tricks and Glitches

Flag borrowing
By holding both up and down (the flag picking and dropping buttons respectively) during a level transition while you have a flag, that flag will carry on to the next level, allowing you to start the next level with the flag already equipped. This cuts huge portions on many of the levels. It's very inconsistent to do though.
Momentum preservation
During level transitions, resets, and teleportation, both your vertical and horizontal momentums are preserved after the transitions are finished. This is actually used in pretty much every level, mostly in the beginning, where I reach max speed before the level fully transitions in order to start at max speed immediately.
Corner jump
When you run into a convex corner, you will sometimes run a little bit before falling, and you can jump during this small run, which is occasionally useful.
Transition reset
If you complete a level and reset the level during the transition, you can go back to the beginning of the level before the transition ends, which can be useful if there's something useful in the beginning of the level

Level-by-level commentary

Level 1
Pretty normal movement, I set up the flag borrowing glitch for level 2.
Level 2
I start with the flag already equipped because of the flag glitch, which skips some backtracking. I also set up for the flag glitch.
Level 3
With the flag already equipped, I just go to the door, using the flag pad along the way, skipping the need for backtracking.
Level 4
Normal movement.
Level 5
This is the first stage with a teleporter, and as I already said earlier, it preserves your momentum across the teleportation, which isn't important in this case. I also set up the flag glitch.
Level 6
The flag glitch in this level cuts all of the normal backtracking, making it much faster. I also try to optimize the teleportation momentum preservation to make it slightly faster.
Level 7
Normal movement. In the end, I reset and jump in the spring, this is going to be discussed later (and by later I mean in the very next level).
Level 8
Since I jumped on a spring in the end of level 7, the momentum of the spring is going to be carried to the next level, and in this case, I use that to climb the stairs faster, after that it's just normal movement. However, I know it can be very slightly faster. If I used the spring to jump to instead land on the second step and then jump to continue, it could be done 2 frames faster, however, when I tried recreating it after trying other things, the fastest I could get was 2 frames slower than jumping to the last step directly. I think this was the hardest stage to make just because of the beginning.
BOSS 1 (Level 9)
This fight is basically an autoscroller, and there's no way I know of accelerating it. I also set up the flag glitch.
Level 10
With the flag glitch, I'm able to cut the backtracking on the level (usually the flag is on the room with the blue and white teleporters).
Level 11
Unfortunately, I couldn't use the last spring to directly jump to the last door, I had to land first. I set up the flag glitch for the next level.
Level 12
The flag glitch that was set up earlier allows me to pretty much skip the entire level.
Level 13
Normal movement with a flag glitch setup.
Level 14
Usually you're supposed to use the springs to jump through the spikes, but I don't need to touch a single one of them. Also, using the flag glitch in this stage normally wouldn't be necessary, but I actually had to do it because the movement I did didn't actually allow me to grab the flag. I also set up for another flag glitch.
Level 15
The flag glitch saves me from having to do 2 extra step travels. While climbing the stairs, I do a corner jump
Level 16
I have to move in a specific way in the end of level 15 in order to not die immediately to the first set of spikes.
Level 17
Normal movement, unfortunately I had to climb every step one at a time. I reset in order to be able to set up the flag glitch.
BOSS 2 (Level 18)
Yup, the flag glitch even works on bosses! I tried seeing if going through the right path by bouncing off the boss was faster, but it was about 15 frames slower than going through the left.

Extras

Thanks
Special thanks to speedrunner Nuno137 for showing me some tricks that were very useful for this run
Suggested screenshot
Frame 2207

Improvement

I improved the movie by ten frames: https://tasvideos.org/UserFiles/Info/638594960332538678

eien86: Claiming for judging.

eien86: Replacing movie with a faster one provided by the author https://tasvideos.org/userfiles/info/%20638594960332538678

eien86: A quirky little puzzle/platformer, Flagman requires the player to pick up and place a flag on a determined place before the exit door opens and allows the player into the next level. Here Mikewillplays completes all the levels 18 seconds faster than the current RTA WR.
Accepting to standard.
Encoder: I judged this movie based on the author's encode since Spike confirmed this movie syncs.

despoa: Processing...
Last Edited by despoa 17 days ago
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