Movie information

  • This movie was made with the --no-gui argument
  • MD5 Hash: 07b8c8b5a4a4c8e6f78e43ac220f669a

About this game and movie

Basket Balls is a Flash game developed by turboNuke released in 2011. The objective on each stage is to score on every net by throwing basketballs.
This movie aims to complete all 38 as quickly as possible, without the use of the fast forward mechanic, and it achieves that goal roughly 13 minutes faster than the RTA WR by me.

Unused time save

Throughout this entire run, I completely avoided using fast forward mechanic, which is activated by pressing F. I avoided it because it would make certain tricks impossible to appreciate and it would render the entire run unwatchable. Therefore, I believe this movie deserves the "Contains speed/entertainment tradeoffs" tag. It's hard to say how much time it would have saved, but I believe it would have cut the run's length in half, at least.

Tricks

Early throw
In the beginning of every stage, you can throw the basketballs before the stage finishes loading. The time you have to wait before stage completion and actually throwing the ball can be pretty random too. Sometimes I had to wait 10 frames, other times I only had to wait 3. I'm not exactly sure what causes this trick, maybe the stage becomes active before fully loading or something similar.
Full force
I almost always throw the ball at full force, with my mouse coordinates always being in the +/-1000 range. I just did this to be sure I was always throwing at max speed.
Vertical limit
One direction where I couldn't use full force was down. This is because, unlike every other direction, down has a limit at the coordinate of 469. If you try to shoot lower (by increasing this coordinate), nothing will happen. I believe this is caused by the UI elements on the bottom of the screen.
Optimal catching
Players and nets always have a little animation before receiving the ball. I always have to be sure that this animation is as short as possible, since it depends on the position where the ball is received.
Fast continue
You can press "Next Level" option after a level is completed before it's visible on screen.
Ball timer
Every time the ball isn't on a player's hand or inside a cannon, the "Ball timer" starts ticking. If this timer reaches the end, the ball will return to the last player that has touched it. This is extremely slow, so it should always be avoided.

Level by level commentary

Tutorial 1/3
Just a simple throw. It is the first stage, after all.
Tutorial 2/3
Two simple throws. It is the second stage after all.
Tutorial 3/3
Scoring on the last net before the second one was faster.
The Claw
I think I did 1 less throw than intended.
Expanding
This is the first stage that uses cannons. They're pretty slow, so they should normally be avoided. Unfortunately, I have to use these ones.
Cannons Of Death
This is the first stage where my solution is different from the intended one. You're supposed to activate the switch to drop the bowling balls to the cannons, so that the boxes can be destroyed by them. However, by using a really precise throw, I managed to skip the puzzle altogether.
The Lid
Another slightly unintended completion. Instead of using the cannon to open the titular lid, I just throw the ball at it. Unfortunately, I could not find a way to have the ball open the lid and enter the net with the same throw.
Teamwork
I avoid having to throw the ball twice in the beginning by making the ball push the block and enter the net in the same throw.
Trapdoor
That was the fastest route I found.
Over The Hill
I was expecting the opponent on top to cause trouble, but I can actually just throw the ball above him.
Drain
This was one of, if not the most grueling stage in the game to TAS. This is because I had to check hundreds of throw combinations to the titular drain. The worst part is that every combination took roughly 50 seconds to check, leading to me spending many hours on this throw alone. As you can see, the throw itself isn't even perfect, but it's the fastest I found. One thing I enjoyed about the throw is how I used the closing lid to give the ball some extra downwards momentum. Oh, and hitting the referee saved a bit of time.
1-2-3
The opponents have some pretty convenient patterns, so I didn't have to waste much time.
Bounce Shots
Using the opponent's head to help the ball cross the gap saved a single frame over doing the intended solution.
Along The Road
I always threw the ball so that I would always grab it as early as possible.
Switcharoo
Just like Drain, this stage has a tunnel for the ball to cross. Fortunately, I only had to test a few dozen combinations, seeing as the weird curve at the beginning of the tunnel made most combinations really slow. I attempted making it so that the ball hit the top switch and went left to the hands of the other player, but I couldn't get it to work.
Penta Baskets
I throw the ball at the second player in an unintended way (I threw right instead of left).
Ramped Up
I managed to make the ball activate the switch and enter the net on the same throw, saving a bit of time. That was the fastest route I found on the latter half of the stage.
Hinged
Another unintended stage completion. I had to wait a bit, though.
Platforms
Fastest route I found, mostly because it's the only route I found that avoided the ball timer.
Massive Race
I think the second throw is really satisfying
Box Smasher
One of the most unintended solutions I came up with. I avoided hitting the switch that caused the bowling balls to roll and hit the crates. Instead, I use the basketball itself to destroy the crates and enter the net. I think I only found like 5 pixels where a throw would destroy the crates and hit the net. I used the fastest one, obviously.
Explosive Pit
I tried really hard to come up with another solution for this stage, but I just couldn't. I had to do it the intended way. Fun fact: This is the only stage where the explosive barrel appears.
Big Ball Pressure
I love the way I did the last throw.
Gate Pass
I solve the puzzle in the intended way.
Underpass
Unless you want to hit the referee, which is optional, you only need to open 1 block to complete the stage. I chose to open the one connected to the closest switch.
Down The Arcade
In this stage, you're supposed to move those red block in a way that allows the ball to roll to the net. By using an extremely precise throw, I can avoid this puzzle completely.
Ambush
I tried doing something cool with the beach balls, but I didn't even get close to finding anything.
Each Way Nudger
Not much to say, aside from the fact that it has one of the most awkward stage names I've ever seen in a videogame (apparently, it's some sort of fruit machine?).
Chimney Stack
This puzzle is pretty janky, you could do the same thing twice and it would only work once. Funnily enough, I managed to avoid using one of the giant basketballs entirely, due to the way that the first two join.
Gobstoppers
I'm pretty sure you're supposed to place the other balls in a way that allows the basketball to pass, but I precise throw can do it alone.
Stilted
This is "Unintended Switch Activations, The Stage".
Up The Hill
Possibly my favorite stage in this run. The clear standout is the catapult launch into the net, but I also enjoyed the way I crossed the wind section full of wooden circles. It's a shame I couldn't enter the initial cannon earlier.
Cannon and Ball
Instead of the bowling ball using the cannon, which would take ages, I made it so that it took a bit of a shortcut. I always wanted to see how it would look, mostly because it's extremely difficult to perform this trick RTA.
Tubular Balls
This Mike Oldfield reference of a stage is 90% waiting, so there isn't much to say. The only interesting thing is that I hit the second switch a bit later than usual, which only saved like 3 frames.
Holes
This is a gauntlet of passes. Despite having a lot of room for unintended throws, I'm pretty sure I did almost every throw the intended way.
Flash Jack Jumping
I believe you're supposed to make the bowling ball pass below the opponents while they jump. My solution is way, way faster.
Clockwise
You can actually speed up the platform's cycles by throwing the ball at them, saving a good chunk of time. Some of these throws were way more precise than they looked.
Swacky
This name is accurate, because this stage is wacky and swaggy. I especially enjoyed the way I hit both green switches with a single throw.
End screen
If you press continue, you get booted back to the first level.

Suggested Screenshots

I don't have the specific frames of these screenshots, but you can tell what frames they are based on which level I'm playing and based on the timer (sorry for the weird resolutions, these screenshots were taken from the encode).


Samsara: Claiming for judging. Dropping, as I'm unable to sync the run.

ikuyo: Claiming for judging.
ikuHOOP: Hey Mike! Nice job! This game appears to be somewhat random in current ruffle, so I'm quite happy to see the work you did to optimize the little details. Even small changes appear to have effects on things like when you are able to skip the level complete screen. The attention to detail and the fun physics were really welcome.
I am accepting this movie as is and to Standard. In the event we were to get a submission that uses the fast forward feature, it will go on a separate branch, and we might move this movie to Alternative.

r3gamerz: Processing...


TASVideoAgent
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This topic is for the purpose of discussing #10224: Mikewillplays's Flash Basket Balls in 10:50.600
Twisted_Eye
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Wow this is a silly game, but a perfect choice for a TAS. I liked this
Walgrey
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Loved it! Some of those shots were mmm! chef's kiss Magnificent! Well done!
Hi! I'm Kathryn!
Samsara
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I'm trying to sync this and completely failing. With the default arguments, Ruffle reports that the game wants to connect to localhost by popping up a message window in the middle of the game, which would need extra input to be closed. It can be avoided by adding "--tcp-connections deny", but then Ruffle crashes consistently on Tutorial 3/3. Does the same thing with allow. For whatever reason, leaving the window there allows it to get a couple levels further before crashing. I tried on a later version of Ruffle and it didn't crash, but it ended up desyncing on Teamwork.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
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Samsara wrote:
I'm trying to sync this and completely failing. With the default arguments, Ruffle reports that the game wants to connect to localhost by popping up a message window in the middle of the game, which would need extra input to be closed. It can be avoided by adding "--tcp-connections deny", but then Ruffle crashes consistently on Tutorial 3/3. Does the same thing with allow. For whatever reason, leaving the window there allows it to get a couple levels further before crashing. I tried on a later version of Ruffle and it didn't crash, but it ended up desyncing on Teamwork.
Are you talking about the window that pops up at 0:19? When I started making this movie, I was afraid that that window was going to cause trouble, and I guess my fears weren't unjustified. I just decided to click "Cancel" and not think much about it.
"He who is tired of TASing is tired of life" Something Homer Simpson definitely said
Samsara
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Ah, yeah, I see it in the encode now. That window pops up with the title screen for me so I don't think the input to clear it goes through. I'm guessing this is on me then, something about my setup isn't working right with it.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
ikuyo
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Hi! I got the movie to sync and am currently taking a deeper look at it. I have some general questions:
  • Are you aiming for minimum IGTs or minimum TAS time? From looking at the movie, I get the impression that some strats might be faster if aiming for RTA, given that it appears you cannot quit out of levels until the ball is no longer moving.
  • Is there a reason to have irregular waits when leaving a level?
For the record, I am ok with dropping the Fast Forward.
GuanlongX wrote:
auuuugh my face when games are creative and cool and don't fit arbitrary rulesets
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ikuyo wrote:
Hi! I got the movie to sync and am currently taking a deeper look at it. I have some general questions:
  • Are you aiming for minimum IGTs or minimum TAS time? From looking at the movie, I get the impression that some strats might be faster if aiming for RTA, given that it appears you cannot quit out of levels until the ball is no longer moving.
  • Is there a reason to have irregular waits when leaving a level?
For the record, I am ok with dropping the Fast Forward.
-I'm aiming for minimum TAS time. You can quit the level before the ball stops moving, you can see this in level Trapdoor. -Wait, the waits are irregular? They seem to last about 3 seconds, so I'm not sure what you're referring to.
"He who is tired of TASing is tired of life" Something Homer Simpson definitely said
ikuyo
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I was mostly referring to the different lengths of time that sometimes happen between clicks when leaving a level. some tke just two frames and some take longer.
GuanlongX wrote:
auuuugh my face when games are creative and cool and don't fit arbitrary rulesets
Editor, Skilled player (1804)
Location: Somewhere on planet earth probably
Joined: 1/7/2023
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Location: Somewhere on planet earth probably
ikuyo wrote:
I was mostly referring to the different lengths of time that sometimes happen between clicks when leaving a level. some tke just two frames and some take longer.
Oh, that. Yeah, those wait times, they're completely random. I don't know what caused the wait time to be random
"He who is tired of TASing is tired of life" Something Homer Simpson definitely said
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [7164] Flash Basket Balls by Mikewillplays in 10:50.600