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 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.
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.
[14:15] <feos> WinDOES what DOSn't
12:33:44 PM <Mothrayas> "I got an oof with my game!"
Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet
MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish
[Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person
MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol
Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
'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?
Joined: 10/12/2011
Posts: 6438
Location: The land down under.
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.
Disables Comments and Ratings for the YouTube account.Something better for yourself and also others.
Joined: 10/21/2022
Posts: 8
Location: New Hampshire
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.
Joined: 10/12/2011
Posts: 6438
Location: The land down under.
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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Joined: 10/21/2022
Posts: 8
Location: New Hampshire
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.