Misplaced is a 2019 Genesis puzzle homebrew game featuring Hara who wakes up on a small strange island somewhere in the clouds every day. Every day is the same. Hara must place red dots scattered across the islands in holes to spawn keys that will lead to the next island. This TAS uses his ability to create strange paths to advance through all islands in under 10 minutes.

Game objectives

  • Emulator used: BizHawk 2.8
  • Aims for fastest completion
  • Heavy luck manipulation

Comments

Finally knocked another one out I've had sitting for almost a year. The premise is simple: get all red dots into all holes (except for one level where you somehow have to guess which 4 holes are correct) to spawn a key and get to the next level. On the islands are Hatter and Pirate who provide more information about the game but also sometimes block paths unless you talk to them (more on that later). Hara has an ability to draw paths without being limited by the position of enemies or rather enemy hitboxes are disabled during the path drawing mode. As long as the endpoint is on solid ground and the path doesn't go through any walls, Hara can use the drawn path to cross air which is its biggest use. The shortest paths possible are drawn to ensure as few steps are taken.

Language differences

Being developed by RetroSouls, this game has two versions: one in English and one in Russian. I did some timings and thankfully English came out as the faster language by 37 frames.

Enemy manipulation

If you thought the enemies were being nice in this TAS, you'd be very correct. Without manipulating them, they get in the way a lot. Thankfully, manipulation is very easy, just press a random button and hope the right enemy moves away from you. There were some more things I did notice, for example enemies seem to move in 2 or 3 space intervals before either continuing in their current direction or changing. Manipulation also only worked while not in drawing mode, but I only really noticed something like this during the level with lots of one space wide platforms with continuous retracing so that may not be true.

Hatter skip

There are some levels where Hatter (or Pirate) block the path and are solid until talked to. Obviously, talking to them is slow so we need some way to get past them. Thankfully, they don't count as walls so a path through them is valid. This can't be done everywhere, though, since there sometimes isn't enough space to draw a path or for one instance is just slower to draw lines through them.

Potential improvements

The biggest improvements would come from route changes. The one level I know could be improved but can't think of a way to is the one with one wide platforms in a grid with Hatter blocking one path. I also noticed towards the end of making this that the conversations at the start were slightly suboptimal. After fixing this, I saved a couple frames but the entire movie desynced and ended up losing more time than I saved so I just left it in. Any improvements are a bit scary, especially at the start since pressing just one button for one frame can completely throw the entire TAS, mostly through enemy manipulation which is fixable but also lag frames which is arguably even more devastating.

nymx: Claiming for judging.

nymx: Replacing movie file with a 1467 frame improvement.

nymx: As I was looking at the original movie, nothing really popped out at me as an obvious mistake. Big thanks to Alyosha for the findings.
As for the submission, looks good and great job!
Accepting to "Standard" for publication.

despoa: Processing...


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15633
Location: 127.0.0.1
This topic is for the purpose of discussing #8369: Cephla's Genesis Misplaced in 09:29.78
Skilled player (1116)
Joined: 8/7/2021
Posts: 92
Location: Southern England
https://tasvideos.org/UserFiles/Info/638227877963196274 Thought I caught it before submitting but apparently not. Saved 55 frames with a slightly faster end level
Alyosha
He/Him
Editor, Emulator Coder, Expert player (3829)
Joined: 11/30/2014
Posts: 2834
Location: US
Cool game. The level starting out 20668 has a better rout , here is a test run , which can be improved by a lot manipulating enemies more to avoid waitng: https://tasvideos.org/UserFiles/Info/638228039595713529 EDIT: https://tasvideos.org/UserFiles/Info/638228100506667353 Another level improved by a couple seconds.
Skilled player (1116)
Joined: 8/7/2021
Posts: 92
Location: Southern England
Thanks for finding these much-needed route improvements alyosha. I've started implementing the second improvement but it might be a wait before I post anything final since I'm busy with other stuff.
Alyosha
He/Him
Editor, Emulator Coder, Expert player (3829)
Joined: 11/30/2014
Posts: 2834
Location: US
Cephla wrote:
Thanks for finding these much-needed route improvements alyosha. I've started implementing the second improvement but it might be a wait before I post anything final since I'm busy with other stuff.
Additionally, the levels starting at frames 6138, 10035, and 18917 can be improved substantially by using your ghost routing in one direction to collect / deposit gems for you to avoid a lot of back and forth. You used this trick in the last level already, which was pretty clever I didn't think to try it myself, I just looked where else it could be applied.
nymx
He/Him
Editor, Judge, Expert player (2261)
Joined: 11/14/2014
Posts: 933
Location: South Pole, True Land Down Under
I'm about to pass judgement on your submission, but I see that Alyosha has provided some help with optimization. Have you come close to a newer movie file?
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
Skilled player (1116)
Joined: 8/7/2021
Posts: 92
Location: Southern England
I haven't really had a chance to work on it yet. So far, I've just got some brief notes on what can be improved where. Hopefully, it'll be done by the end of the week when I have time to properly sit down and work in as many optimisations I can think of
Skilled player (1116)
Joined: 8/7/2021
Posts: 92
Location: Southern England
https://tasvideos.org/UserFiles/Info/638232040648189420 It is done. Resyncing the levels wasn't as bad as I anticipated though there were a few I ended up redoing entirely. Unfortunately, there was probably a net loss of time due to something I can't work out but I want to blame it on lag. There will also be a handful of spots that could use ghost routing to save one space but this would only really save 3-6 frames at a time for what I can guess would be about 20 frames improvement total but I'm happy with the result here
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15633
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [5371] Genesis Misplaced by Cephla in 09:29.78
Alyosha
He/Him
Editor, Emulator Coder, Expert player (3829)
Joined: 11/30/2014
Posts: 2834
Location: US
In the hide and seek level you can use your ghost to collect the gems and save several seconds.
Skilled player (1116)
Joined: 8/7/2021
Posts: 92
Location: Southern England
I'm fairly sure I did try it out but must have accidentally deleted all the ghost work and forgotten about it lol. I'll for sure start implementing it and probably take the time to fully optimise the run with ghost strats but it may be a while before that happens