Submission #9824: Mikewillplays's Flash Pixeland "all levels" in 04:40.69

Adobe Flash
all levels
(Submitted: 100%)
(Submitted: pixeland.swf Normal)
libTAS version 1.4.6 + ruffle-nightly-2025_4_18
9824
35
9999
PowerOn
478df55683afac07696f8b7ecb024d77
Submitted by Mikewillplays on 7/28/2025 5:53 PM
Submission Comments

Movie information

  • This movie was made with the --no-gui argument
  • MD5 Hash: e5974a133b528cfc44e50745b2d8e1c4

About this game and movie

Pixeland is a Flash platformer. (This is probably the quickest description of a game I've ever made here. Like, this game has no plot, no developers, nothing).
This movie aims to achieve 100% completion in this game, which involves: Completing every normal level along with their "challenge" versions and completing every puzzle level.

Interesting mechanics

Jump height
My jump height is always the same, regardless of how long I hold the jump button for.
Wall hanging
When you're very close to a wall in the air, your acceleration lowers. This makes it so that you fall more slowly and jump higher. I usually try to avoid doing this while falling, but doing it while going up is occasionally useful.
Red jumping
Here's a weird glitch I found: In some walls made out of the red blocks, you can wall jump off them, which is very weird because you're not supposed to do that. I only managed to do this in the fifth level of the fourth world, but it ended up being slower.
Advancing when ending a world
When finishing a world (or a puzzle level), I always exit by pressing the "menu" button, which ends up being a single frame faster than clicking the "clicking to continue" prompt that appears later.

World by world commentary

The individual levels aren't very interesting, so I'm just gonna talk about the more important stuff.

Challenge levels

The challenge levels are harder versions of the base levels that are unlocked after beating them.
Challenge 1
In the challenge version of the first world, there's wind. It always starts by blowing right, but I'm so fast that it never starts blowing to the left. This just means that the only difference in this challenge world is that left movement is faster and right movement is slower.
Challenge 2
This is the only challenge version that is completely different, due to the fact that I now have a jetpack! This means that I can't jump, but I can propel myself, as long as I have fuel. Also, this is the only challenge world where my starting locations change compared to the normal versions.
Challenge 3
This world just makes every block invisible until contact, not very interesting.
Challenge 4
In this world, there are taggers that follow your exact movement (like the Badeline clones of chapter 2 of Celeste). I had to change the inputs of the fourth level, but that was about it.
Challenge 5
Literally just a timer. At least it's slightly interesting to compare the times.

Puzzle levels

In there levels, you either control 2 or 3 characters, which makes for some interesting strategies
Puzzle 1
The hardest part of this level was trying to make the characters fall in the holes without hugging the wall so that they could fall faster.
Puzzle 2
I couldn't find a way to complete this level faster, which makes that unnecessary blue bounce more annoying.
Puzzle 3
In these levels, the more restrictions you have, the easier they are to do. For example, I was having some trouble TASing this stage, until I realized I could only hit the rightmost blocks from the top, which limited my movement options and only allowed one route to be possible, making it simpler to make.
Puzzle 4
I thought this stage was gonna be hell, until I realized that there was a framerule in the form of an exclamation block on the right side which I had no feasible way of making faster. You can see that I touched that block last, meaning that I did the stage the fastest way I could. Fun fact, you can see that the right guy jumps before the left guy, this is because the right guy lands on the floor a single frame earlier, for some reason.
Puzzle 5
This level has a pretty clear route, so it wasn't difficult to make.

Extras

Thanks
Special thanks to CasualPokePlayer for creating a script that allowed me to see how many units I moved every frame, even if the script wasn't explicitly made for this game. This run (and the run this script was made for) would be way worse if it wasn't for this script.
Suggested screenshot
Frame 4062

nymx: Claiming for judging.
nymx: After watching, I read this submission...which answered some questions that I had. I find the routing to be very strong. I had originally thought that the movement was slightly unoptimized, but your notes about the jumping height that was cleared up. With no audience feedback, I really can't argue with what I have seen...as this run looks very good and supersedes all abilities that I've seen in human attempts.
Accepting to Standard.

despoa: Processing...
Last Edited by despoa on 9/26/2025 5:58 PM
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