Submission #9984: ThunderAxe31's GBA Pac-Man World "maximum kills, all items" in 38:04.693

Game Boy Advance
maximum kills, all items
(Submitted: maximum kills, all items)
(Submitted: Pac-Man World (U).gba U)
BizHawk 2.10
136459
59.7275005696058
196088
PowerOn
7e9f23753c10494a3f0bbdf0905f3c7ac052b1b3
TAS Timing
Submitted by ThunderAxe31 on 10/22/2025 12:22 AM
Submission Comments

Movie goals

  • Pick up all items present in the game
  • Kill/destroy anything that can be

Target categories

  • Publication class: Alternative
  • 100% completion
  • Takes intentional damage
  • Uses intentional deaths

Is this goal sensible?

Yes, because each item and enemy instance has its own hard-coded spawn point, and they won't respawn after being picked up or killed, even if you exit the room and return. Well, they will if you quit the level, but I think it can still be considered as a measurable progression.
Except for the Pac-Dots that are spawned during the final boss fight: those could be farmed, but I'm just ignoring that possibility for that case.
Also, some enemies just cannot be killed, because of how the game is made. So those enemies just aren't counted for the sake of measuring progress towards the goal.
By the way, achieving in-game 100% is not an arbitrary extra. That is achieved by picking all the Pac-Man letter items and saving all friends. When you save a friend, they spawn a Health Wedge item, so you have to save each of them in order to pick these.

Why making this TAS?

Because that's the most obvious goal for allowing to feature everything that this game has to offer. Yeah, we could also think about self-improsed limitations like "walkathon" and "minimum button presses", but I think it would not be as much interesting for this game.
Also, violence!!!!!!!!!1

How to murderize em all

  • Ghost Monster: pick up Power Pellet, then literally consume them. Yummy!
  • Pirate Skeleton: any kind of attack will turn them into a pitiful pile of calcium.
  • Bomber Parrot: attacks of any kind will turn them into sorry bunch of feathers.
  • Walking Barrel: kinda anything attackful smashes them to smithereens.
  • Regular Barrel: we also break these, even if empty, just beacause we can!!!
  • Piranha: only Pac-Dot Attacks work on them, turning them into a beach ball.
  • Cork Cannon: hitting them with any attack will shrink them out of existence.
  • Caveman: attacking them with any hit will turn them into... teeth? Well, good!!
  • Spider: squash under a Pac-Dot or your own butt to flipside their alive-ness.
  • Mummy: can an undead be deaded? If in doubt, just break them to pieces!
  • Tornado Statue: what?? you don't kill them, they kill you!! Just run for your life!!!
  • Electrical Eye: flatten them under Pac-Dot or Pac-Butt, until nothing remains!!
  • Pushing Alien: they parry! Hit them from behind to turn them into stardust.
  • Flying Clown: haha-haha! Any kind of attack brings down their flight laughably!
  • Bumper Car: you can't kill them... oh wait you actually can! Just hit them HARDER!!!
  • Pyro Skeleton: anything can!!... oh, except explosions. Makes sense, I guess.
  • Walking Coffin: you can't kill it! But a SLEEPING coffin... That's another story!
  • Toc-Man: why TASing when you can just copy-paste inputs from previous TAS?

Explaining dubious moments

  • Room 2-1, minute 2:39: I'm using a Super Pac-Dot Attack to kill the piranha, even though I could just use a regular Pac-Dot Attack. This is because we still have to wait for the Chrome power-up to wear out in order to cross the pool at 2:49, so it wouldn't save any time.
  • Room 3-4, minute 6:15: those cannon trapdoors have fixed timers. No way around it. I've tried messing with them in many ways, as well as trying to save as much time as possible before reaching them... in the end it's just impossible to skip the wait. If you disagree, feel free to prove me wrong yourself... I've wasted way too much of my time on this section.
  • Room 4-8, minute 9:28: why didn't I go to the Fruit Door in the upper left and turn on the Blue Switch, you ask? Because that switch merely moves a bit the already present Helivator. So it's basically useless. Genius design.
  • Room 7-2, minute 19:36: why didn't I go over the bridge on the north? Because over there, there is... Nothing. The developers forgot to put anything beyond it at all. Genius development.
  • Room 7-5, minute 21:01: why am I dropping down, and a moment later just get back up? Because under there, there is an extra life item for me to pick up. Using this glitch saves time, because I don't have to walk back and forth.
  • Room 9-5, minute 26:46: why am I not going to the right, you say? Well, because over there, there is a switch that it's supposed to turn on the moving platform... which is already on, unlike in the PSX version. Genius programming.
  • Room 10-1, minute 29:55: why am I jumping into the abyss here? Well, that's probably the most interesting and extreme part of the whole TAS! See that light-blue ghost at 29:44? It's falling to the bottom of the abyss, on its own accord. And there is nothing you can do to prevent that. Genius game. The good news is that you can still eat it! I managed to do that just 4 frames before the Power Pellet power-up runs out. Not even one ghost will survive. 😈
  • Room 10-5, minute 32:31: then how about letting survive TWO ghosts??? Yeah, because the developers simply forgot to put a Power Pellet in this room! Which is actually present in the PSX version! This makes completely impossible to kill them. Just... genius.
  • Room 11-1, minute 34:35: they actually forgot it again. That's ingenious.

Old tricks

Refer to the submission text of the first TAS I made back in 2018.

New glitches

  • Big water jump: if you jump 1 frame after going out of water by walking, your starting jumping speed will be increased by the amount of vertical pixels.
  • Door teleport: touch a door with enough speed and the right positioning. This will bypass the push-out physics, so on the next frame the game will place Pac-Man on top of the wall. Only works on the switch doors (solid doors ), and not with the fruit doors (doors with window)
  • Run under water: throw a pac-dot while you're falling in water. If you're still in the throwing animation when you reach the floor, then you will get a 1 frame window to perform as many Rev Rolls as you want, as long as you don't waste any frames between each Rev Roll.

Suggested screenshot: frame 20769

Special Thanks

To YOU, for watching this TAS! And for reading this very line of text!! And for existing!!!

fsvgm777: Changed the goal to "maximum kills", as the previous label has an extremely negative connotation attached to it.
ThunderAxe31: Also adding "all items" to the current label.

eien86: Claiming for judging.

eien86: This movie builds on the authors previous experiences with the game ([6791] GBA Pac-Man World by ThunderAxe31 in 20:40.886 and [6800] GBA Pac-Man World "100%" by ThunderAxe31 in 27:37.210) and adds an additional goal of eliminating all the ghosts/enemies that can be killed. As somebody who didn't play the game, it's hard to tell whether this goal is really achieved or not. However, the few instances where I wondered myself why a certain enemy was left alive, those were properly explained by the author (lack of special pellets). Since nobody in the community has pointed to any potential issues with the goal or its accomplishment, I default to assuming it has been, indeed, accomplished. Otherwise, both the routing and the execution looks overall with no evident errors.
Accepting to Alternative "maximum kills, all items"

despoa: Processing...
Last Edited by despoa on 11/25/2025 11:59 AM
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