In this run, Bart Bonte's Full Moon flash point-and-click puzzle game is beaten in record time. RTA runs are timed the same way as TAS, from power on to last input. The current RTA world record is 77 seconds, so this TAS saves 27 seconds off the current world record. Because the game can be beaten very quickly if window bounds are ignored, this run is part of the Mouse Within Window Bounds branch, or branch-less depending on your perspective. See
Forum/Topics/24454 for more information.
The game is 600 pixels wide, so I have restricted all my mouse inputs to be within 0 and 599 inclusive. The game will not register that you clicked something if you do not let the mouse hover over the location for a frame, which is why all mouse locations are duplicated. Some do not even check that the mouse is where it was on the last frame, but for consistency I just duplicated every mouse location because it does not matter anyway, you need 2 frames per unique click regardless.
Level 2 (sleeping owl)
You need to wait a while before the owl sleeps and lets you collect the fruit.
Level 4 (tree leaf acorn rock)
This level is just painfully slow, but trust me I did test every timing to the frame. The tree leaf stops for 1 frame 2 times while traveling to the rabbit, but this is unavoidable, I tested different rock timings, it's just a quirk of the rock collision testing.
Level 5 (balloon)
This level has no clicking, unlike every other level. There is no way to start inflating the balloon before the screen has finished scrolling.
Level 6 (rock balancing)
Dragging takes 2 frames. One frame to establish that you have clicked the object, then a second drag frame where you warp the cursor where you want the rock to go. In addition, dragging is not based on absolute cursor coordinates but instead are relative to where you picked up the rock. This normally would not matter but screen scrolling combined with limiting myself to no out of bounds mouse movement means I have to wait a few frames before dragging the rocks around.
Level 7 (light-bulb wheel)
It is sometimes possible to click bulbs that are underground but only when they are marginally underground and in the official flash player. The time save would be minimal, but it may be possible to save time here if underground bulb clicking were implemented. Also, the 3 strung bulbs are not controlled by the player, that is just an animation that results when you click the right bulbs.
Level 8 (Cartesian owls)
The game hard-codes that your cursor must be within a 5x5 pixel area to get the hidden fruit. Therefore the screen must be fully scrolled before the fruit is collected. After it is collected, it is possible to move the cursor away and it will make the fruit disappear during its falling animation, which I find humorous so I did just that.
Level 9 (four owls)
I checked, this level requires 7 owl swaps at minimum regardless of what order they are done in, so I did them in my favorite order.
Level 10 (cloud dragging)
See level 6 comments.
Level 12 (bunny family)
See level 9 comments but this time there is exactly one correct order.
Level 13 (lights out)
See level 9 comments but this time it's really trivial to see this is optimal. Fun fact not in my encode: because I finish the level before the music fades out, the game does not properly play the dance music that is supposed to trigger when you complete this level and you are left watching owls and the bunny dance in absolute silence as the credits roll.
Samsara: I see the moon and a rabbit, but no mochi. This feels weird, and I'm going to need to judge this to get to the bottom of this mystery.
feos: Claiming for judging.
feos: Renaming the branch to
"glitchless" which is now a new standard goal. Also accepting because it's well done.