Fuzzy's World of Miniature Space Golf is a sports game from 1995 developed by Pixel Painters. You must navigate your way through a very unorthodox 18-hole space-themed miniature golf course that features hazards such as conveyor belts, sticky puddles, lava pits, and even lasers that can destroy your ball.
Sync notes
This run uses the Manaccom CD release of the game.
File: Fuzzy's World of Miniature Space Golf (2000)(Manaccom).iso
MD5: 50AECD6C00DC1E10388848FBBE23A707
SHA1: 058B4FC22321CD8A13B9DDEDBB6C94630876B6FC
Use the multi-disk bundler and put only this .iso in it. Save the resulting .xml and run it as a ROM, then play the movie.
Shooting mechanics
The basics: You hold the left mouse button, pull the mouse to a location to set your angle and power, and release the left mouse button. There is a limit to the power you can set.
The main difficulty with shooting is that the granularity of the shooting angles is not as good as you might expect. Even several pixels of movement can have no effect on the angle if the cursor is far enough away from the ball. This is especially problematic with long-distance shots, where the hole can lie between two possible ball paths at maximum power. The best way of dealing with this is slightly reducing the power, because it can subtly change the interaction with slopes to give you the precise angle you need.
Level notes
Hole 1: Simple Stars
You can't get a hole-in-one here (as far as I'm aware) due to the unfortunate angles and hills. The best thing you can do with the first shot in situations like this is to hit the ball lightly to end the turn as soon as possible, while still putting yourself in a better position to sink the ball for the second shot.
Hole 2: Big Dipper
This is a very quick hole-in-one.
Hole 3: Astro Angles
Another hole-in-one. There are other possible shots where the ball banks off the wall behind the hole, but this one is optimal.
Hole 4: Goofball Gravity
Here's where the gimmicks start. The trick here is that the hills work in reverse; e.g. if the ball is traveling uphill, it will actually speed up instead of slowing down. A hole-in-one is doable with a precise bank shot.
Hole 5: Blast From The Past
The first multi-screen hole. It's not possible to get a hole-in-one on these, the best you can do is one shot per screen. With a very precise shot you can balance the ball on top of a bump, which is showcased in the first screen.
Hole 6: Meteor Madness
Another multi-screen, there's not much you can do here other than make a tricky bank shot on the second screen.
Hole 7: Moon Buggie
The first screen is pretty annoying here because you can't get very far to the left to get a decent angle at the hole. I make it work the best that I can, and then the second screen is easy.
Hole 8: Alien Antics
Now we're up to three screens. The first shot has its power reduced a bit to get the correct angle. On the second screen, the lower hole is a trap; the brown UFO will simply deposit you back at the start of the screen. The third screen is frustratingly close to being possible in one shot. Maybe with better precision it would be possible.
Hole 9: Galactic Giggle Gadgets
Very simple hole, one shot per screen.
Hole 10: Hoverball
The gimmick here is that the floor is invisible in some places, but you can tell which areas are passable from the pulsating blue tile floors.
Hole 11: Worm Holes
The hill in the first screen is a huge obstacle. You can just barely get the ball over the hill on the first shot, which looks slow, but is the only way to finish the screen in two shots. The second screen is also just barely possible in one shot.
Hole 12: Cosmic Causeways
Now we introduce conveyer belts, which should be self-explanatory. It is possible to brute force your way through a conveyer belt running in the opposite direction, but you do lose a lot of speed.
Hole 13: Sticky Space
I really didn't think a hole-in-one would be doable here, but you can just barely get one by shooting along the top wall at a narrow angle. The green puddles slow you down immensely, but you don't get to see that.
Hole 14: Terrestrial Trax
Any hole involving conveyer belts is going to be difficult to make progress on. For the first shot in each screen you want to get as far as you can while still stopping the ball as soon as possible, and then getting it in the hole with the second shot.
Hole 15: Electro Works
More of the same with conveyer belts. The second screen has a Hoverball area with an invisible floor.
Hole 16: Planetary Pipes
There are tons of traps in this level, if you get it in the wrong hole you go back to the start of the screen.
Hole 17: Phaser Phun
This hole is very unique in that it's the only one that requires timing your shots. The lasers operate on a cycle, and if the ball hits one, it disintegrates and then reconstitutes at the starting location of the screen. Miraculously, you can finish each screen in one shot.
Hole 18: Solar Sizzle
The first screen has really annoying geometry and can only be done in three strokes. The last stroke on the last screen is optimized to end input as early as possible.
nymx: Claiming for judging.
nymx: At first, I was surprised that the opening hole wasn’t completed in a single shot. However, as I watched more of the TAS, I quickly understood the underlying physics that made this necessary. The rest of the run was exactly what I expected...pure domination. For the multi-screen holes, the additional movements make sense and still adhere to minimizing shots. I also compared this with a casual playthrough, where it typically takes two or three shots to achieve what you managed in one...showing just how optimized this TAS really is.
Accepting to Standard.