a true kusoge for your enjoyment from the KusogeMan NOT SRAM NO SAVEFILE HERE WHY IT ALWAYS APPEARS THIS WAY??
I got interested on testing this game because i wanted to try different rpgs for casual play and this one sparked my interest. Despite Digimon name, it has no digimon element besides the characters. Even the digivolution is useless because of many requirements and because it resets you character to level 1 with higher base stats, but ALL CHARACTERS can achieve max stats so there wouldn't really be a reason to play the digivolutions as far as i'm concerned. Can't imagine why they use weapons since they all have claws and punches and bites and their own supposed powers, it really feels like a copy paste hack'n'slash that just got some digimon franchise to make it sell some units.
Honestly, I think this game didn't raise my appreciation for Digimon at all. I hope someone TASes the other 2 digimon world games dw2 and dw3 as well.
Guilmon is the choice for its magic "power down", it lowers enemy defense. A possible improvement would be to spend some time grinding this magic, This TAS has a 30 minute advantage over the speedrun because it doesn't farm extra levels and better magic. We also dodge some truly RTA impossible stuff on it.
The route for any% goes to the first world to full completion and second world is only done to grind to level 16. Level 16 enables a sidequest that uses the final world as a basis but lacks access to its main area. Using a very precise "jump while in air" glitch while luckily defending mid air, we can actually access these areas earlier than intended ( it's luck based and more probable with better speed stat).
BASIC MECHANICS
attack charge attack- hold A, i later found out you can use the charge with rapier to cause an extra hit if the enemy blocks to try breaking the enemy guard or change block rng
block- manually with B, but with luck you can autoblock even in the air, it's because of this feature that the double jump glitch exists. More speed stat enables more autoblock and more hits.
dash- hold B and direction twice, it pushes enemies away, i later found out you can use items inside the dash but only at the very end of the TAS
jump- X
spin attack- spin the joystick and A, it's kinda useless as it doesn't help grouping enemies and doesn't multihit.
items in L- magic in R- both items and magic can be ledge cancelled from what i've noticed but i only applied at the second to last dungeon this trick
enemy block is random so i try do weird action to see if the rng changes, sometimes i just give and accept a few small blocks so i can hit more often later, this is trial and error unfortunately. equipping most item is done in one specific area of the main hub which is extremely irritating, but medals can be changed inside the worlds
POSSIBLE IMPROVEMENTS AND COMMENTS ABOUT SPECIFIC PARTS
The first world Death Valley has horrible movement by me because i didn't know i could use more directions than 8. Sorry about that lol but a lot of other tricks were also found later. This game is irritating so I didn't wanna redo it. The RNG is very static and can't be changed easily without wasting frames. The charge attack is kinda bad for fights but it's useful to break blocks.
The first world skips 2 dungeons with out of bounds to save Leomon early, this allows for early boat section. Boat has 1 monkey that gives the sidequest that we want later so we save the monkey that is relevant. The first boss guards a lot so i ocasionally use fire magic which is unblockable to hit but the problem with it is the cast time. We shorten it by blocking. Blocking also gives a little bit of invencibility after blocking.
After Leomon is saved, the smart TASer started using all directions for more clean movement. I managed to also avoid the barrel section and manipulate the boss plant into some more vulnerability. The pistol was needed only to save the monkey and the boat section normally uses it all the time, but I decided to try doing it with the sword.
The dungeon with the ogre and giant poop monsters was a good place to get more Tech.I need to get some Tech ups to equip the rapier later which hits twice. This rapier will also have slots to equip medals because I need to break a thunder barrier so I'll get thunder medal later as well. I also needed some money but I didn't know the item values so I just filled the inventory without wasting too muc time in the battles and sold everything later after grinding. The real challenge in TASing with the ogres and giant poop is some of their actions make them invencible or jump away. The final boss of world 1 has a damaging field around it, I removed the minimal area needed to strike the boss and blocked whenever it came back.
Despite getting many items for recovery, I didn't sell them and got a lot of extras so better item planning and management could improve this TAS by a few minutes perhaps. In preparation for the second world, we need to check some switches which were really hard to find casually lol. Dry land first visit I grind until i get enough tech to equip the Rapier, the second visit we grind to level 16. I tested if respawning mummies was faster but it was slower because of loading screens. In RTA they grind more levels and a better version of Power Down, i believe the levels are useless but maybe the Power Down could be farmed here and that could diminish the RNG impact later in the game. The better version would probably hit more often as well. Despite not grinding in world 1, we have more experience earlier in the grind section at Dry land!
With level 16, I get out and go to the sidequest which we'll use to glitch into the final sections of the game. The double jump glitch is very precise and requires luck in order to get the autoblock as you go up very early in contact with enemy. I later realized I could have tried pushing enemies into walls to get them faster to help me double jump. The first double jump is to activate switches that raise platforms for the Mecha Nest and later Electro Mines(needs thunder medal for the dungeon).
Mecha nest is annoying cause there are poison enemies at the dark which also jump away. The slime monsters are also annoying but they're handled by dashing to push them away and occasional kills if necessary. A few rooms needed boxes to be destroyed to make the enemies appear. You can use Wireframe mode in dolphin to see the dark sections clearly. For enemies here, I can only crit at the last hit as they have too much health and I don't want to knockdown unless i have other enemies available to attack. The boss was kinda normal, it has a damaging shield but it wasn't a problem here.
Electro Mines are gigantic with so many floors, some are slippery. Some bosses became regular enemies here. I only realized i could dash into doors by this section. The final boss was manipulated to do less jumps with some weak but relevant magic damage. Otherwise i would wait for very long animations. I learned about charge to break guards easier in this section and you can see it against the centaur monsters mostly. At the end i get manipulate MP items to refill without going to the shop.
The final area is reached by another double jump, and some double jumps also help get to the switches. At the final section, I realized beating the spider monster was more important later since it doesn't follow you, while the robo dogs do. Imperial dramon is extremely slow to kill and hard to get the Power down when underleveled so I just went along with it.
The final boss has 3 sections, the first one is hell because i can't kill it right away, so i need to kill its extra bodies so it doesn't revive. Just TAS things that the speedrun doesn't deal with s2. The second one guards way too much, attacks frequently and so does the third so i tried using magic randomly to get some more favorable results, with some sucess.
GG thanks to the digimon speedrun discord https://discord.gg/7sr84jDkTp learn about the digimon games with them!
Thanks to tasvideos members as well for the site and my Mari which i still love and will hold dear in my heart always.

ViGadeomes: Claiming for judging.
ViGadeomes: There were a few concerns about optimization, The dpad is used during the first 15mins of the TAS counting menus, dialogs, loading times so I guess at max 4 mins.
There is a known 1 min returning to Digi-Lab after rescuing Leomon.
The RNG that can't be measured for sure.
As far as I can tell, the time loss compared to the leagth of the movie is not worth a rejection. I'm still aware that it can be noticeable for a newcomer into the game but this was not done for the all movie. The known timeloss wouln't be acceptable for a next run improving this movie or in another branch of the game if those are applicable. furthermore, the WR is way behind the TAS.
With all this in mind, I accept this movie.
fsvgm777: Processing. r3gamerz is handling the encodes for this one.


TASVideoAgent
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This topic is for the purpose of discussing #9800: KusogeMan's GC Digimon World 4 in 1:56:06.767
CoolHandMike
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What would you say makes the tas so much faster than RTA mainly?
discord: CoolHandMike#0352
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CoolHandMike wrote:
What would you say makes the tas so much faster than RTA mainly?
Minimal grind to move forward is level 16, RTA grinds extra for safety as even at level 22 you almost get one shotted by mostly everything but it's more manageable with extra spells , TAS has perfect blocking to compensate and sometimes it's faster to take damage and heal later instead of waiting for an rng that allows for hits and safety simultaneously. I also managed to skip one trip to the shops by manipulating MP drops at second to last dungeon (electro mines). Better control of mobs behavior in general and TAS doesn't miss the double jump glitch which has RNG as well cause air blocking is random, you cannot manually block in air.
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Mateon1
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I do love Digimon World 4, and this TAS does break it in entertaining ways, and is superior to the RTA speedrun, but it has many glaring flaws especially near the start. It does keep getting better and better over time, though. The unoptimized movement near the start of the TAS (Which I think will be the first thing anyone notices watching it) is the most glaring issue, I do think a considerable amount of time could be cut by just improving early movement. And yeah, it's just a poor first impression. I also noticed you just pick up items off the ground when they drop, even if they aren't really used later in the TAS, including things like keychains and booster packs (which I could excuse as entertainment value, the only real time loss is picking the item itself up), as well as picking up useless weapons (which is a fairly major timeloss in comparison due to the added menuing and low shop value to make up for it). Your submission text did mention RNG manipulation, noting that the static RNG makes it difficult, and that you did RNG manipulation for blocks, but very little besides that. I think it could go into more detail honestly. Now, it seems like the obvious first thing the TAS should prioritize is manipulating early tech ups. The Tech level directly affects damage dealt by a small amount, separately from Digimon level, so increasing it is definitely valuable, and it makes further tech ups more probable. It would be very satisfying to see you run around the early area and occasionally hit a goblimon just to hit a tech up, I don't know how feasible that is, but anecdotally I did once get two consecutive tech-ups on the first group of goblins in Goblin Pass when playing casually with a friend from a fresh save, so it can't be *that* rare. A major issue was the TAS detouring to the Digi-Lab after rescuing Leomon... To equip an armor board. You do not need the Digi-lab to equip boards and cores, you only need it for weapons. That's a time loss of a full minute for no reason. You could at least manipulate a Dyno Tooth alpha drop and equip it at this moment, but not sure a full minute would be worth it even then. Luckily, after that point, movement significantly improves, just a shame the start of the TAS wasn't re-recorded with improved movement Very minor potential optimization: Before the barrels in Abyss of Grief, you do two charge attacks to break the blockages, I wonder if charge -> spin attack might not be just slightly faster. I did like how you managed to cheese the barrel section. Minor entertainment note: You picked up the weapon from the first crate after the barrels on effectively frame zero of when you could, I feel like letting the label show for 2-3 frames would be generally better for people following along, that goes for all item pickups. Sometimes you wait, sometimes you pick them up immediately. Optimization note: Lots of weapons you pick up are the low-value weapons worth 30-40 bits (unless they drop with mods), this is definitely a time loss over just picking up bits or manipulating boards/cores/expensive weapon drops which are worth an order of magniture more to sell. Pretty sure the menuing adds up to nearly a second per weapon at minimum. Entertainment note: During the Blossomon fight you spam attack a bunch while it's invulnerable, and your disk menuing is kinda slow. It feels kinda sloppy, like it was recorded in real-time with savestates, instead of by actual TASing. In the submission notes you do mention that you manipulated Blossomon into more vulnerability, but that's not obvious while watching. It would also definitely be more entertaining if you timed the hits so you just attack the moment the invulnerability ends, but I don't know if that's possible under these constraints. During the Numenume river section, I think doing it with the stab sword was somewhat interesting, but entertainment-wise I think doing most of it with the gun would be better (and actually trying to do most [all? is that even possible with 1 shot tech?] rescues), but you obviously start farming stab tech points at this point in the run, so that would be a time tradeoff. Dome base is overall done well, though the damage taken felt odd. You obviously manipulate tech points and it's satisfying to see so many tech ups at this point, as well as the obvious damage increases. Also it's nice to see some of the enemy group manipulation The Apokalimon fight was very satisfying obvious block RNG manipulation. Hub area after that was done pretty cleanly, you can see the time loss from picking up the low value weapons at this point First Dry Land run was decent, I wonder if that's the optimal way to get the level up to 7, but it was nice to see the obvious drop manipulation. Second run was running kinda dry... yeah, the grinding is needed but it isn't great entertainment value, and you can't do much for entertainment value without sacrificing significant time, I think. Yeah, manipulating Data drops is nice... Seing it disappear does hurt. Looks like you gave up on manipulating drops at some point, and completely unrestandable, I did start turboing at right around that point. Mecha nest was nice, except what felt like an unnecessary poison hit by that one Raremon. Loved the bossfight, again. Electro mine was nice, although again, some hits that felt unnecessary for TAS. Parried the train, nice. I'm not sure why manipulating MP Disks was necessary at this point instead of doing it consistenly over the entire run. Core area was done quite well, although it did seem like there were minor time losses in there with how exactly the enemies were fought, would probably be hard and tedious to TAS this better though. The final boss fights were very nice to watch. Other notes: I initially started by watching your youtube video, but your encode chose somewhat poor graphics settings, the most obvious is that you made the window large but did not change the internal resolution. At least 2x internal resolution, properly scaled, with 8xSSAA would look fine for an early Youtube encode, 4x or 6x would make shadows look better too (with Area Sampling for output downscale in that case if you can't record full resolution). Overall I would still rate this a "yes" if I could, but apparently there's a minimum post limit to be able to do that.
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The hits in the fights and movements help with some other behavior, for example you can avoid getting hit but then you lose hitting 3 enemies simultaneously or a techup, so it's a lot better getting hit sometimes, tech hits are also not very feasible to manipulate right now. I understand it looks ugly but with without more stats to get more precision, it's needed. The main things you commented that should definitely be improved are the early movement, the perfect calculation of money needed to buy relevant items like medals and so on, i wasn't 100% sure what would need to be bought so i did splurge on those items pickups... future TAS for that wouldn't have any extra money more than necessary I was concerned about both MP needs as well. I don't have hopes for techups and blocks being improved in a future TAS unless you route improving the POWER DOWN skill in order to hit it more consistenly in a reasonable time frame. I was not aware you can equip armor without digilabs, so yeah that would be better, but honestly i haven't played this game anymore and i'm not up for testing that right now. I'm not sure about that cause that was a major beef i had when playing the game. EDIT: I just confirmed, i really didn't need to go there to equip the item, a minute in the trash indeed!
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Post subject: Encoding...
r3gamerz
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As a former DW4 player, I'll encode this submission.
Never stop innovating.
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. ---- [6784] GC Digimon World 4 by KusogeMan in 1:56:06.767