(Link to video)
Survival Kids is a game about a boy or girl who gets trapped on an island and tries to survive and escape. There are multiple endings in the game.
This TAS abuses the text glitch (aka. hut glitch) to reach Ending 3 and complete the game almost three minutes faster than klmz' published "Ending 1" run.

Objectives

  • Uses a game restart sequence
  • Abuses glitches in the game
  • Genre: Adventure

About the run

This game first caught my attention when I watched klmz' Ending 1 run a long time ago. I liked the gameplay and the fact different endings could be reached so I took a closer look at it. Eventually I began work on what would later be the Ending 8 TAS. While working on that run, I discovered a text glitch that happens if you bypass the trigger in front of the hut and then enter the hut.
Basicly, the trigger makes the text pointer (and ROM bank) a certain value, which makes the character say certain text and go enter the hut. Once inside the hut, more text is displayed. The game doesn't adjust the text pointer when entering the hut, but instead it assumes the text pointer wouldn't have changed between the two cutscenes, in front of the hut and inside the hut. Since you can bypass the trigger by pausing and restarting the game, you can walk around freely, allowing you to change the text pointer by using items or checking stuff on the overworld before entering the hut. After doing so, a wrong (and possibly glitched) text will be shown based on the erroneous text pointer and ROM bank. This glitch was long known about and tested thoroughly. Spikeman - who has been a big help in understanding Super Mario Land 2 Pause glitch - even jumped aboard the glitch investigation but we didn't find any uses in any of the three versions (US, EU, JP).
About two weeks ago, Melonslice kindly pointed out the glitch can be abused in the Japanese version, where the game's day counter is set to a seemingly random value without the game crashing. This only works if you are playing as the girl, for some reason. This way, having the day counter at 99 or higher and sleeping will trigger ending 3 or 7 (depending on whether the glitch makes it so the "other kid" has been found). It is also possible to complete ending 1 in some cases, since the game is made to believe the helicopter is supposed to arrive. I began investigation very quickly, and put my results in a google docs sheet.
Unfortunately, the Japanese version doesn't let you skip the intro cinematics. More differences are documented at TCRF.
The fastest way to beat the game seemed to be to reach ending 3 by eating a grass that triggers the "ugh, bitter" text, setting the text pointer to 16550 and ROM bank to 5. This resulted in a 20 second long glitch text (unlike most other results, where the glitch text would last for 1~2 minutes or longer). The name was set to のとの for no particular reason, because a short time needed to be spent waiting for the correct food scenario (so the "ugh, bitter" grass appears in the right spot). I chose this name because the kanji looked funny to me.
I would have loved for the glitch to allow me to complete the same ending as klmz, ED 1, reasonably fast. But the glitch didn't cooperate. It seems the fastest way to go for ending 1 using the glitch would be to use the Match item before entering the hut, setting the text pointer to 23019 and ROM bank to 3. This can cause the day counter to be set to 2, so sleeping once more will cause the helicopter to arrive magically. But the glitch text in this case is running slowly and it takes about 2 minutes until you regain control. Thus, ending 1 can be completed in about 4 minutes.
I've been asking myself, should each ending have its own run?
I don't think so. Not every ending has enough merit. You could argue that the glitch run should be its own category, but otherwise I would say there should be "fastest ending", "best ending" and "all endings". That's how I see it, but I will let the judges decide.

Possible improvements?

Someone on the Youtube comments mentioned they had figured out the possibility to take over the Program Counter (PC) and maybe achieve ACE, but they forgot to post about and document their findings. Perhaps there will be the possibility of a faster or better glitched run (such as "ending 8" or "all endings" in 3 minutes) at some point.

Thanks

  • Melonslice, for pointing out the possibility of a glitched speedrun.

ThunderAxe31: File replaced with a movie resynced on BizHawk 2.2.2, and judging.
ThunderAxe31: The text in the ending cutscene got broken, but the ending still counts as cleared since the game sets the relative completion flag after movie end. Accepting as improvement over the currently published fastest completion run.
fsvgm777: Processing.

Post subject: Re: Movie label
Judge, Skilled player (1289)
Joined: 9/12/2016
Posts: 1645
Location: Italy
mtvf1 wrote:
I know some games that you can lose everything and still can touch the end, like some sports game. Could we allow only accept the fastest? If we have a tas for moon, could we can accept a bad ending? No matter what it's for Vault or not?
I think these questions are too much off topic, so please post them in this thread: Ask a Judge
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Post subject: Re: Movie label
fsvgm777
She/Her
Senior Publisher, Player (221)
Joined: 5/28/2009
Posts: 1185
Location: Luxembourg
ThunderAxe31 wrote:
DrD2k9 wrote:
Wait...doesn't this mean that multiple goal choices are valid for vault runs? Why can't there be both a glitched and non-glitched run in vault? EDIT: Unless you are claiming a glitched any% version is better than a non-glitched any%....that I agree with.
We only accept the fastest run for Vault. It's not about using glitches or not, it's about being faster. However, note that for full completion we have a rule that forbids glitching the intended completion progression: see below.
DrD2k9 wrote:
But I don't agree that a glitched any% should obsolete a non-glitched 100% or full completion run.
Indeed, a run that goes with "game end glitch, best ending" is not allowed for Vault, as we recently clarified in the rules text, explaining that for full completion it is not allowed to use ACE exploits or memory corruption in order to access the relative completion flags directly:
Vault wrote:
    • Full completion criteria must be reached through in-game actions.
      • Arbitrary code execution (ACE) is not allowed for any full-completion category for the Vault. Arbitrary code execution of ROM data, and memory corruption tricks to write to arbitrary memory are also not allowed.
      • If a game has a progress counter, it must be filled by actions that increment the counter in gameplay. Modifying the progress counter through ACE or memory corruption is not allowed.
      • If full completion is counted by obtaining a set of items, these items must be collected through in-game methods. Using memory corruption to place items into an inventory is not counted towards full completion.
      • If full completion is counted by fulfilling a set of flags, these flags must be set through in-game mechanisms. Using memory corruption to set completion state flags is not allowed.
      • If a progress counter is filled by collecting a set of items or fulfilling a set of flags, all individual components of this set must be collected or fulfilled. Collecting or fulfilling the same component multiple times to inflate the progress counter is not counted towards full completion.
However, glitches that don't modify the relative progress value or completion flags are allowed. As an example, see this recently accepted submission: #5910: luckytyphlosion's GB Pokémon: Blue Version "Gotta Catch 'Em All!" in 37:55.33. It makes use of heavy glitch abuse, however none of these are touching the flags relative to game completion.
Fair enough. Then it obsoletes klmz's run after all.
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
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Posts: 14884
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. ---- [3677] GBC Survival Kids "game end glitch" by MUGG in 02:45.70