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sobble_p completes the flash game Hedgehog Launch as fast as possible in 0:01.600s. Try to get into space as fast as you possibly can by tactiful flinging and flying. Grab coins and hit platforms to earn cash so you can upgrade your stuff! As your stuff upgrades you can earn more and more multipliers by launching higher and longer. Reach for the heavens and make it to space. Developed by Armor Games, programmed by jmtb02 Controls: Use the mouse to pull back on the launcher, Left/Right Keys to move.

Emulator and SWF Information

  • Emulator used: Ruffle nightly-2022_10_28-linux-x86_64 (through libTAS v1.4.4)
  • Emulator operating system: Ubuntu 22.04 LTS (libTAS ran through the terminal.)
  • Emulator configuration: libTAS > General options > Frames per second > set to 32 / 1. Runtime > Time Tracking > enable only clock_gettime() monotonic. I set no conditions for the Command-line options. Include only the directory of the SWF file.
  • SWF MD5 hash: 02ceb824579f74ac005d856992fb8da8

Game Objectives

  • Complete Hedgehog Launch by launching the hedgehog to a high enough altitude to leave the atmosphere, ending the game.
  • Time starts on first frame of the buy menu screen visible, time ends on first frame of the final cutscene shown.

Comments

Hedgehog Launch was a flash game released in June 2008, developed by Armor Games and programmed by jmtb02. This TAS uses version 1.1 (afaik, the latest version). The SWF file seen here was taken off of BlueMaxima's Flashpoint flash game archive, which contains the version released on Newgrounds. This is a bit of a silly TAS and simple to explain. Usually, you are restricted to the game window pull the launcher band down to launch the hedgehog, but with the libTAS input editor, you can set it to any coordinate value. In this case, I set the value up to the max mouse y value of 99999999 and lowest x mouse value of -99999999 (don't know if that's exactly how many nines there are but basically there's a lot of nines). Throwing the hedgehog at an angle does not lose any time as it will still take only one frame for the hedgehog to each the high enough altitude to trigger the final cutscene. It was mainly done to make it look more entertaining as the screen scrolls really far to the side to catch up to the hedgehog. So basically, the game does not limit how far you can pull the band... So... You can pull it EXTREMELY FAR DOWN and it will launch the hedgehog out of the atmosphere INCREDIBLY FAST, beating the game within about a second after starting. Most of the time spent is waiting for the menu transitions and band to launch the hedgehog.

Other comments

Also, for the one frame of actual launching, the hedgehog sprite is stretched really far across the screen because it stretches the sprite to the speed of the hedgehog (you can see this effect when you play the game normally). Because of the absurdly fast speed, the stretching takes up the whole height of the screen. It's horrifying. I may try the sequel to see if the same thing can be done. If there's enough support for the sequel, I can try to TAS that as well if I can. I may also try an alternate category of any% where launching must be done within the bounds of the game screen, which is normally how it should be.

Possible Improvements

  • None. This is as fast as possible.

slamo: Claiming for judging.
slamo: This one would have been okay for Playground like Mini-Putt, but Spikestuff has submitted their more optimized movie, so unfortunately this needs to be rejected for optimization. The unoptimized portions are on simple things like clicking on menu options as early as possible - please be more careful with these and make sure you always test how early you can do something.

TASVideoAgent
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This topic is for the purpose of discussing #7764: sobble_p's Flash Hedgehog Launch "no mouse limits" in 00:10.22
Rm
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I don’t think this would really get approved, with 35 re-records and like -1 seconds of actual gameplay
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Memory
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A game I've actually played! The "suddenly the hedgehog is in space" heavily amused me.
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[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
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Patashu
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'Usually, you are restricted to the game window pull the launcher band down to launch the hedgehog, but with the libTAS input editor, you can set it to any coordinate value. In this case, I set the value up to the max mouse y value of 99999999 and lowest x mouse value of -99999999 (don't know if that's exactly how many nines there are but basically there's a lot of nines).' I think this is worth discussing - is it possible to do this RTA? Is it a valid kind of 'input'? I know that with consoles we allow things like U+D, 30Hz mashing, the unused 15th and 16th button on the SNES controller, etc. because the console will physically accept these and it's possible to craft or use a peripheral that will send these signals. But in the context of a video game running on a computer, the context is less clear - is it a valid input if the computer can send it to the game, or does there need to be a way for hardware to send the input to the computer that the computer would pass on first?
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Spikestuff
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Yeah I'm also curious about max position that you can get from the standalone Flash (even if it's resolution base, then we'd know it works), compared to running it in Ruffle. But also, lol the second Flash TAS that's going to be a YouTube Short.
WebNations/Sabih wrote:
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Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Post subject: Window Border Behaviors for Flash Player vs Ruffle in Hedgehog Launch
sobble_p
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Patashu wrote:
I think this is worth discussing - is it possible to do this RTA? Is it a valid kind of 'input'? I know that with consoles we allow things like U+D, 30Hz mashing, the unused 15th and 16th button on the SNES controller, etc. because the console will physically accept these and it's possible to craft or use a peripheral that will send these signals. But in the context of a video game running on a computer, the context is less clear - is it a valid input if the computer can send it to the game, or does there need to be a way for hardware to send the input to the computer that the computer would pass on first?
That's some good questions. With the RTA question, It is technically possible to do this RTA with flash player by adjusting the game window itself and if you had a monitor that was 9999999 pixels in length or had some sort of third-party software that would let you drag your mouse and window outside the visible screen of your OS's desktop, letting you replicate the TAS (with the launch speed). Though clearly not intentional, it can still be done. But on a website like ArmorGames, which hosted this Flash game, it is not possible to do that since the game is displayed in its original resolution that cannot be changed (unless you maybe inspect element the website) since it's embedded on the website. In ruffle, dragging the launcher band off the game window isn't restricted like in Flash Player. Here's a video of what I'm talking about: Link to video (If you can't see the video posted, this is the YouTube video id 2FdUzYGX2XE. I've never posted to the forums here before so I don't know if it will work.) In the video, notice the mouse and border behaviors shown and the differences between Flash Player and Ruffle. Flash player without the resolution altered will not let you pull the launcher band outside the game's border. The only way to get around this is to alter the window of Flash Player itself to launch the band further but will still not let you pull it off the window entirely. In ruffle, there is no restriction. You can pull it as far as your monitor's length. I'm not sure if this would be considered a "valid" input since how far you can pull it really depends on your monitor's length or if you can move it outside the length of your monitor at all.
Spikestuff
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So technically this is a bug as it's unintended behavior that should be reported to the ruffle devs.
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Rm
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EZGames69 wrote:
Rm wrote:
I don’t think this would really get approved, with 35 re-records and like -1 seconds of actual gameplay
[4567] NES Super Mario Bros. 3 "game end glitch" by OnehundredthCoin in 00:00.22 [3475] A2600 Super 3D Portals 6 by Arcree2, TASeditor & MESHUGGAH in 00:02.12 [4173] SMS Zool: Ninja of the "Nth" Dimension "game end glitch" by The8bitbeast in 00:21.61
yes, the exception is those movies have lots of rerecords and (presumably) more effort
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Spikestuff
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Author input overextends and should end at frame 316. Created my own movie file which improves over that by 5 frames. Not doing anything with this file as mentioned prior this is a bug on Ruffle as this is the unintended behavior compared to normal "gameplay". Also on observation, you have your RTA timing listed wrong on your title.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
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sobble_p
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Spikestuff wrote:
Author input overextends and should end at frame 316. Created my own movie file which improves over that by 5 frames. Not doing anything with this file as mentioned prior this is a bug on Ruffle as this is the unintended behavior compared to normal "gameplay". Also on observation, you have your RTA timing listed wrong on your title.
Hmm... How do I change the title?
Spikestuff
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Spikestuff wrote:
So technically this is a bug as it's unintended behavior that should be reported to the ruffle devs.
Done did the report to the devs: https://github.com/ruffle-rs/ruffle/issues/8421
WebNations/Sabih wrote:
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