Game description
The good Mecha Santa plans to spread happiness and cheer all over the world. Princess Pitch, previously just a sidekick in Garden Gnome Carnage, sets out to put an end to those silly plans. This time around Princess Pitch decides to take on Mecha Santa and his army of robot elves on a difficulty harder than the hardest since it's too easy otherwise.
Game objectives
  • Emulator used: Hourglass -r81
  • Game version: 1.3
  • Hardest difficulty, "Reallyjoel's Mom"
  • Aims for fastest time
  • No damage taken
Emulator Configuration
Set "Multithreading and Wait Sync" to Wrap. Set FPS to 40
The game can be downloaded at Daniel Remar's homepage at http://www.remar.se/daniel/pitch.php Make sure to use the "pitch gm5.exe" executable.
WARNING! STABILITY ISSUE! If you try to playback this game on Windows 8.1, DO NOT USE SAVESTATES since that crashed my Windows and I had to reboot my computer. It could be playbacked on Windows 7 as well, though savestates doesn't seem to work. Not as terrible as on Windows 8.1 at least. Windows XP works flawlessly with this game, which is also the operating system I used to record this game.
Note to Encoders The submitted file finishes the game as quickly as possible, skipping both the ending credits and stats screens. Here's an alternate file which includes these two as they'll make the run more enjoyable to watch.

Explanation of the difficulty
Reallyjoel's Mom is a hidden difficulty which you unlock by holding right for 10 seconds in the difficulty screen. Basically, it's a joke difficulty based on the fact it was in no way meant to be winnable.
A lot more enemies spawn in every room and they have a much higher rate of fire. Now even the robot elves shoot at you, and they're one of the most abundant enemy you'll meet. Of course the bosses themselves are notched up quite a bit as well, but interestingly all enemies still have normal health. (Bosses still have their desperation mode of course)
All powerups are disabled and you can't summon your mother, so you'll have to survive all this with just 8 worth of ammo for your Ice and Rainbow weapons as well as no extra lives. Although you'll still get an extra life for finishing a stage.
Just in comparison, surviving the first room is quite hard, surviving the second room is close to impossible and surviving the third room after the first two is impossible.
Trick used:
  • Piledrives
This is an ability you can activate by pressing either up, down, left, right, or up, down, right, left. When you activate it you'll become almost perfectly invulnerable, being able to block anything except for the bosses themselves. What this also does is if any enemy (except for bosses) touch you during this time, you'll immediately grab and piledrive them, effectively destroying any non-boss enemy and dealing 8 damage to surrounding enemies where you land. Yes, even large trains, walkers, mini-bosses and turrets.
While in the air you can also throw the grabbed target in order to reach enemies farther away. Granted it'll take a little longer to land again, but it's useful whenever you'd hit more enemies by throwing your target at them.
The piledrive will activate the same frame you input the last movement and will last for 30 frames. When you grab an enemy, it'll take 40 frames before you land again, and up to 64 frames depending on when you throw them. If you throw them on the first possible frame, it'll take just as long as a normal piledrive.
The exact frame you land on you'll be able to initiate a new piledrive. It just so happens that this frame and the next one are invulnerability frames where you won't take any damage. You become vulnerable again on the third frame, and invulnerable again on the fourth frame as you finish the next piledrive. This means there's a one frame window you have to make sure not to get hit while making consecutive piledrives... which is much harder than it sounds like.
If you throw an enemy you won't have these two invulnerability frames, so it depends on the enemy where you can use them.
If you fail to grab an enemy you'll become vulnerable on the same frame it ends, and you won't be able to initiate a new piledrive until the second frame. This means you'll have four vulnerable frames between two piledrives, since the fifth frame makes you invulnerable again.
If you've fired recently, you must wait one frame before you can initiate a piledrive.
Weapons used:
  • Brick
The standard weapon in the game. It fires a brick in a straight line every four frames which does 1 damage per hit. That's 0.25 damage/frame.
  • Ice
One of the two side weapons you can use. It fires a short range fan of ice bits in quick succession. One shot on the first two frames. Then two shots on the next three frames, dealing 0.5 damage per hit. That's 0.3 damage/frame.
  • Rainbow
The second of the two side weapons you can use. It fires one projectile every ten frames in a straight line which can bounce off the wall twice before it either dissapears or hits and enemy, dealing 3 damage. That's 0.3 damage/frame.
About the run Piledrives, piledrives, piledrives! That trick is the only reason this run is possible, so expect to see a lot of them throughout the run. Of course there's a lot of action which doesn't involve piledrives, like seeing how nasty certain rooms and enemies will behave on this difficulty and how I'm able to handle them. It's a mix between destroying all enemies just as I approach the door to the next room and finding that one spot in which I'll survive before initiating the next piledrive.Then of course there's the bosses who all tries to kill me with a passion worthy of praise, which I reward by shooting bricks into their faces.
If you enjoy fast-paced arcade action games, then you'll surely enjoy one with a difficulty that was never meant to be beatable.
Last shot against Mecha Santa at frame 37060. Last input at frame 37619.
Stages:
  • Stage 1:
I'm quickly introduced to the difficulty as I enter the complex by being shot at by 68 elves instead of 20 rushing me (which is the enemy count on Goddess of Explosion difficulty), but all enemies are quickly dispatched as I advance through the rooms. The path I've taken through the stage is the fastest since I have to avoid rooms with the toy trains. 3,4 times more enemies (not sure if this value is constant throughout the run though) in rooms where they can only spawn at a fixed, slow rate are rooms I have to avoid at all cost. They are normally also quite boring to watch too.
The first boss is defeated fast enough as long as I made sure all shots hit and avoid every projectile he fires back at me. It's actually possible to kill the elf on top of the sleigh before he hides behind the cannon, but what's the fun in making it easier for you?
  • Stage 2:
Same as on Stage 1 I have to avoid rooms with toy trains and make sure I'm as close to the next room as possible when I defeat the last enemy. Unfortunately I'll have to fight another type of slow-spawning enemy in the first room, the sweeper bots. No idea what its official name is, so I'll just name them what I think they look like. Thankfully I can make use of their slow speed to play around before it's time to move on. On a side note, I'll only grab presents if I won't lose any time by doing so, which is why I sometimes skip them and sometimes get them. I also destroy the explosive barrels in the room before the boss just for entertainment. The few enemies I could kill with them are insignificant since enemies will continually spawn for 25 seconds in that room, which would've been killed by my piledrives anyway.
The second boss has a field of spiked balls which protects him as long as the turrets are alive. As soon as they're destroyed, you can begin killing him. Interestingly you can piledrive the turrets as they're falling down, and you can also make us of this to throw one of them on the boss, dealing 8 damage to him. If you grab the turret as far down as possible, as you land there'll be a narrow 4 frame window where you can hit the boss by tossing the turret at him. Thanks to Truncated for suggesting this might be possible! Apart from that I just make sure every shot hit as he does his final attack.
  • Stage 3:
On this stage I just try to plow through each room as fast as possible while avoiding paths that lead to toy trains and the goo balls. I do get to meet the Ufo though, and he certainly doesn't like me. But by twitching around on the same spot just below him he'll get indecisive and let me fire a few more shots before the sleigh brigade arrives. Also some more fun with sweeper bots.
This boss gives me a lot more problem since the green and black shots can both block my attacks, so I had to dance around quite a bit in order to always keep a constant rate of fire. Also the green spikey shots he fires when his final attack begins can also block my shots, so I have to use my piledrive to block them. In order to reach the secret level to get the best ending, I have to piledrive the laser when he fires it. That'll both open the secret passage and deal 30 damage to the boss. Shame I only got time to counter it once though.
  • Stage X:
The secret stage of the game. Here I unfortunately have to fight the toy trains in one room, so I picked the one which takes the least amount of time. Bonus it's also the least boring one as well. I also get to meet the eyes on legs too, an enemy so weak both my Brick and Rainbow blasts through several of them per shot. They also make the game perform a bit slower when I'm piledriving too many of them at once. This doesn't seem to generate any lag frames oddly enough, must just be my laptop that's slow.
No bosses on this level, only the Goddess of Explosions who gives me the Galactic Princess Buster.
  • Stage 4:
Final stage of the game. Since the rooms loop around everywhere, I really had to test the various paths to find the best one. Apart from that, I just go through the rooms and eliminate any resistance I come across.
The last boss, Mecha Santa. He. Is. NASTY on this difficulty, and it doesn't get easier since all of his shots as well as his big hands both block my attacks. This means I have to try to both get some hits on him in between his barrages and enough space to dodge his attacks at the same time. Of course you can reflect the Giga Bomb Breaker back at him and deal a nice chunk of damage. Then there's his Aurora Force... I have to piledrive as much as I did during the Arctic Thunder. His cycles are timed just enough to catch up to me had I not walked down as much as I could as I activate a new piledrive. Then I just need to dodge the Deep Freeze and fire on.
Possible improvements:
  • Tighter optimization.
Since so many enemies appear in every room, I'm sure there'll always be a possibility to optimize a few more kills here and there to make everything a teeny bit faster.
  • Better use of Rainbow.
Due to an earlier claim that Mecha Santa was impossible to beat without more extra lives, I made an early descision to save up on my Rainbow ammo for the final fight just in case it would turn into a death race of who beats who first. Otherwise I could've used it more for other hard to reach enemies, like the four three turrets on the second boss. Although I don't know how much time that would've saved compared to using them all on Mecha Santa... or if it would save time at all since they do help me get some trick shots on Santa which Bricks wouldn't be able to hit.
  • Minor issue
During the black screens after I defeat each boss, before the !!!Stage Clear!!! screen, the framerate is lowered to 20. Since Hourglass forces 40 frames per second even during these black screens, it'll thus count two frames for each frame that passes. Thankfully these won't last for too long, so it's not too many extra frames.

Truncated: Oh I am SO judging this.
Truncated: This has had very good viewer response. Tight action and Swenglish voice acting, and 7 enemies killed per second. All this in a difficulty level which is supposed to be impossible. Easily accepted.
feos: Grabbing...

Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
I watched this TAS a couple times and enjoyed it. However, there were more than a few rooms where I found myself wishing that there were fewer enemies, just because it was so hard to figure out what Princess Pitch was doing. Oh well, joke difficulty can't be helped.
Patashu wrote:
So, why hasn't this been uploaded to nicovideo yet? Bitrate restrictions can't handle the epicness that is 1000 elves all shooting at once? ;)
Contrary to what the title of this game may indicate and the apparent popularity this game seems to garner in the western world, the game is completely unknown on the Japanese/nicovideo side. So, I wouldn't expect anyone to upload it there (unless that cartman2 guy does anyway :p). Also, an encode of this TAS needs like 2000kbps just to look decent so yeah. (Nicovideo limit for normal users is 600kbps and 40MB if uploading directly as mp4. Or 100MB for non-mp4 but it will transcode to 600kbps video regardless of original video bitrate. Privileged users dodge all bitrate restrictions and can upload up to 100MB always, but I am not one.)
WST
She/Her
Active player (442)
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Posts: 1690
Location: RU · ID · AM
Yes vote for the music :)
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
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Nach wrote:
There's a whole bunch of codes listed when you beat the game. Although, did you even beat the game? Until the MC himself is dead, the game ain't over. If you in fact did not beat MC Mutoid Man, can we even consider this run as beating the game? Runs have to complete the game to be eligible for acceptance.
Who? Also, the game already showed the ending, so how is this not "beating the game"?
Emulator Coder, Skilled player (1141)
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Posts: 1217
jlun2 wrote:
Nach wrote:
If you in fact did not beat MC Mutoid Man, can we even consider this run as beating the game? Runs have to complete the game to be eligible for acceptance.
Who? Also, the game already showed the ending, so how is this not "beating the game"?
You obviously didn't get the reference.
Active player (456)
Joined: 11/12/2010
Posts: 183
Location: Sweden
Nach wrote:
My point wasn't flexing your muscles. My point was seeing the items tallied, I want to see which fabulous prizes you collected. Did you get a year's supply of meat? Big money big prizes, I love it.
You can actually see them in the background as I fly through the air. The explosion from me blowing them up that is. Shame you can't see how many year's supply of meat I get, but I promise you those were many.
Nach wrote:
There's a whole bunch of codes listed when you beat the game. Although, did you even beat the game? Until the MC himself is dead, the game ain't over. If you in fact did not beat MC Mutoid Man, can we even consider this run as beating the game? Runs have to complete the game to be eligible for acceptance.
Oh, those codes are just the everyday Doom cheatcodes. None will allow access to Daisy. It's true I didn't beat MC himself, but that wasn't he goal of this run. You see, this is the hidden side quest where you can destroy MC's manufacturing facility instead, which is cleverly disguised as Mecha Santa's workshop. How did you think MC managed to mass produce all those luggages, weapons, toaster, mines, cars and whatnot for his show? As seen in the run I did manage to destroy the facility and thus is eligible for acceptance.
"An artist who can’t take constructive critique on their work is only hurting themselves and their potential. Conversely, and artist that can’t communicate a critique in a constructive way isn’t helping anybody."
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Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Tseralith wrote:
It's true I didn't beat MC himself, but that wasn't he goal of this run. You see, this is the hidden side quest where you can destroy MC's manufacturing facility instead, which is cleverly disguised as Mecha Santa's workshop. How did you think MC managed to mass produce all those luggages, weapons, toaster, mines, cars and whatnot for his show? As seen in the run I did manage to destroy the facility and thus is eligible for acceptance.
Okay, I understand now. I guess this run is indeed eligible for acceptance then.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4016
I tweeted the TAS to Daniel Remar (maker of this game, Iji, etc) and he approved: https://twitter.com/Patashu0/status/429041283839959041
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
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Patashu wrote:
I tweeted the TAS to Daniel Remar (maker of this game, Iji, etc) and he approved
Let's hope his next game includes Tseralith difficulty mode.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Active player (456)
Joined: 11/12/2010
Posts: 183
Location: Sweden
Nach wrote:
Patashu wrote:
I tweeted the TAS to Daniel Remar (maker of this game, Iji, etc) and he approved
Let's hope his next game includes Tseralith difficulty mode.
Oh god, hahahaha, that would be awesome! Nice to hear Daniel approved of my run. :D
"An artist who can’t take constructive critique on their work is only hurting themselves and their potential. Conversely, and artist that can’t communicate a critique in a constructive way isn’t helping anybody."
Joined: 11/20/2004
Posts: 236
Location: United States
I just happened to find this at random after watching a Goddess of Explosions non-TAS run. I am so glad that I did... Jumping Jack Flash, this is insanity!! The only thing that would have been more insane (and probably computer-killing) would have been turning on the excessive explosions code. Easy Yes vote here.
I'm not that hard to find... if you know where to look. -=( http://jolikmc.tumblr.com )=-
Joined: 3/11/2008
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How fast is Ice ammo depleted? You seem to have many more than 8 shots, and flamethrower-style weapons always seem to allow fractions. Most of the run is piledrivers, unfortunately, as it is the most efficient way to kill enemies and also the easiest way to not take damage. The moments that are not, when you are either finding that your rate of fire isn't QUITE enough to keep up with multiple spawn streams even when perfectly-aimed, or the playing with floorsweepers, look amazing. Still, in terms of being a TAS of impossible-difficulty-mode, it is in concept very appealing, and there is enough trickery to keep watching entertaining. If one did not know that you had that frame of vulnerability between piledrives, it would be much less entertaining, as the viewer might assume "Eh, they're just spamming a cheap move." Does Mecha Santa get to use his full non-critical moveset, or do you kill him too fast? I didn't see WHEN you actually used your Rainbow shots. Do you have a graphical depiction of Pitch's hitbox relative to a bullet? Yes vote: I was entertained by the concept and the execution.
Editor, Player (44)
Joined: 7/11/2010
Posts: 1022
I'm still upset that reallyjoel's dad difficulty in Iji is literally impossible. (Not only is there not enough time to complete the first level under the conditions given, but the programmer was aware of the fact, and thus didn't bother to implement anything past the first level.) A run like this, where the difficulty is obviously stupidly overwhelming but still possible, shows off what TASing is about. (I'm also vaguely reminded of An Untitled Story, where multiple people have reached the final boss on the highest secret difficulty setting, but I'm not aware of anyone beating it. Actually, I think there's a speedrun that's been stuck there for years, trying to beat the boss. The worst thing is that the boss is obviously beatable, just has a very difficult section, and resetting to reach the difficult section takes 5 to 10 minutes.)
Site Admin, Skilled player (1236)
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Should difficulty be exclusively mentioned as a branch or just as a movie tag? Also, how about starring this movie?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Editor, Reviewer, Experienced player (968)
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feos wrote:
1. Should difficulty be exclusively mentioned as a branch or just as a movie tag? 2. Also, how about starring this movie?
1. No idea. 2. I considered this. It has a lot going for it. Lots of action, supposed to be impossible, obviously impressive shooting, crazy bullet hell bosses. The major point against it (which some people also pointed out) is that the constant piledrivers can get a bit repetitive, and might seem cheap, and it's hard to see what's going on. I considered that maybe my fandom of the game was clouding my judgment, so I didn't set it to star, but I'm glad the discussion came up.
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Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
feos wrote:
Should difficulty be exclusively mentioned as a branch or just as a movie tag?
We always play things on hardest difficulty. We don't make a habit of mentioning it.
feos wrote:
Also, how about starring this movie?
I feel a bit conflicted over starring this. I'm leaning on not starring it because there is a lot of repetitiveness and the action half the time is hard to make out.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
I believe this is our first run on the site on a difficulty level that is intended to be completely and utterly impossible. That strikes me as unique value of this run, and would be a good reason to star it, wouldn't it?
Warepire
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Radiant wrote:
I believe this is our first run on the site on a difficulty level that is intended to be completely and utterly impossible. That strikes me as unique value of this run, and would be a good reason to star it, wouldn't it?
One would think so, but as far as I can see Warcraft II isn't starred, which was our first proper RTS TAS.
Joined: 7/2/2007
Posts: 3960
Warepire wrote:
Radiant wrote:
I believe this is our first run on the site on a difficulty level that is intended to be completely and utterly impossible. That strikes me as unique value of this run, and would be a good reason to star it, wouldn't it?
One would think so, but as far as I can see Warcraft II isn't starred, which was our first proper RTS TAS.
Er? Radiant was talking about doing an impossible difficulty, not doing a new genre. Or was WC2 done on an impossible difficulty?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Warepire
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Derakon wrote:
Warepire wrote:
Radiant wrote:
I believe this is our first run on the site on a difficulty level that is intended to be completely and utterly impossible. That strikes me as unique value of this run, and would be a good reason to star it, wouldn't it?
One would think so, but as far as I can see Warcraft II isn't starred, which was our first proper RTS TAS.
Er? Radiant was talking about doing an impossible difficulty, not doing a new genre. Or was WC2 done on an impossible difficulty?
I was referring to the unique value part, the first proper RTS TAS would also have unique value as a run.
Player (26)
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Warepire wrote:
I was referring to the unique value part, the first proper RTS TAS would also have unique value as a run.
There are many RTS games in the world, and only few games where the designers put in a hidden difficulty mode that's intended to be completely impossible.
Editor
Joined: 11/3/2013
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Let's not forget what Stars are for. They are there to give the best possible impression to first-time visitors to the site of what TASing is all about, and of how great TASes are. Earlier in this thread, miseiler said "This is what I imagine when someone says TAS", and that about sums it up for me. If you wanted to show someone who had never seen a TAS before what TASes look like, this movie would be an excellent choice. It is a little repetitive, but I was never bored watching it. And probably it would be even more entertaining to somebody who hasn't watched a hundred TASes already.
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
Radiant wrote:
Warepire wrote:
I was referring to the unique value part, the first proper RTS TAS would also have unique value as a run.
There are many RTS games in the world, and only few games where the designers put in a hidden difficulty mode that's intended to be completely impossible.
As I see it, Warepire's point is that being unique, by itself, does not equate to being entertaining or worthy of a star. Unique does not always mean good. See this Mario World hack. Certainly it is greatly unique (and intended to be impossible), but how many would see a TAS of such a hack as entertaining, let alone star-worthy? Anyway, I think a good question would be: If a person watched this TAS without knowing anything about the game or its background (joke difficulty being supposedly impossible/how the game works), would that person be impressed by this TAS?
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Joined: 3/9/2004
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Radiant wrote:
There are many RTS games in the world, and only few games where the designers put in a hidden difficulty mode that's intended to be completely impossible.
There are many games in the world with certain routes intended to be completely impossible. That has never stopped us before.
thatguy wrote:
Let's not forget what Stars are for. They are there to give the best possible impression to first-time visitors to the site of what TASing is all about, and of how great TASes are.
That's what Stars used to be for. Now Stars is a tier. Rather we now have a recommend for newcomers label.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
I stopped watching after the first boss. Then I looked and saw a comment about how pile drivers got repetitive and was glad I stopped, because it was already becoming unimpressive to me. A TAS doing a difficulty intended to be impossible to normal players is not impressive, it is just a TAS. Beating the impossible difficulty is what it is supposed to do.
Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign aqfaq Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign
Site Admin, Skilled player (1236)
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Okay, I'll consider the option of starring it, will just look at the ratings for a few weeks.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.