Submission Text Full Submission Page
Official Patch for the Hack: https://www.speedrun.com/LKGM/resources/ob9xs
You might think that adding infinite jumps wouldn’t make much of a difference compared to the regular speedrun, and that most levels could just be flown through, maybe being a minute or two faster than the base game. But with The Lion King (SNES) it’s completely different! The TAS for the original version barely gets a sub 11, and here we get a 6:26! (TAS timing).
(Every time a God Mode–only trick is mentioned, I’ll say (Found by xxxx))
Category Explained
In God Mode, we call the Bug Toss / Bug Hunt games the “Bonus”. The No Bonus category is just beating the game without collecting the bugs that lead you to those games.
Kid Simba Segment
The Pridelands
The ceiling hitboxes there are messed up allowing me to pass through and for some unknown reason this makes the Hyena jump instantly. (Found by TASGrau) Right after the fight I do a glitch to skip the cutscene.
This exists in the base game, but is harder here because the higher jumps make performing a low jump trickier — it has a 1-frame window.
A lot of RAM addresses in this game are linked, and Simba’s vertical velocity happens to be connected to the flag that triggers the post-boss cutscene. By grabbing the ledge on the right from below, after beating the hyena, Simba’s vertical velocity “tricks” the game into skipping the cutscene as soon as it starts.
Can’t Wait to Be King
One of the only two levels where you can just fly through.
By doing a precise jump at the start you can save a few frames (While is not God Mode-Only was suggested by Tompa)
When the first monkey tosses Simba to the second one, there’s a tiny moment where no monkey is holding Simba, but he still has the speed from the toss. Since nothing is holding him, he can jump and fly through the level way faster. (Found by TasGrau)
The Elephant Graveyard
If you ignore the starting hyenas and go left, the end of the level is unloaded — so skipping seems impossible. But going right and falling down to the area you normally climb activates the trigger that loads the upper part of the level. From there you can spam jump to avoid dying to the water and finish the level normally, saving time compared to the normal path on botton left. (Found by TasGrau)
The Stampede
It’s an autoscroller.
Simba’s Exile
Last one you can fly through. Normally you have to jump four times to beat the level, but with specific inputs on certain positions you can do it on three, saving time on the fall. (Found by me)
Hakuna Matata
Interesting stage. At the start, I do two jumps to skip one waterfall and partially the next to save a few frames, since waterfall speed is slower than Simba’s. By precisely one-frame jumping with Simba you can grab a ledge down the stage and get below the water trigger. With that you can use the ground as ceiling and avoid dying to the void. To escape you need to take damage, luckily, you can use the frogs there to take damage as when the sprite gets bigger the hitbox gets too, barely getting below the water trigger and allowing you to proceed and being a few frames faster than the regular RTA route. (Found by Samsara)
I clip in the wall right before the monkey fight by getting simba in a very precise position with a well-timed left tap to save a few seconds.
I roll to the right at the end of the monkey fight to avoid lag frames.
Adult Simba Segment
Simba’s Destiny
When Simba takes damage, he can clip through ceilings for a brief moment. In the base game this isn’t very useful, but in God Mode you can jump during that window to not only jump higher but also clip through ceilings. (Found by Moxiemay99)
When leopards/hyenas get tired, Simba can throw them with X, and this movement actually makes you clip through walls. That’s used to skip the first leopard spawner.
Going to the vine with the "Bonus" bug and getting hit by the monkey projectile is faster with a bit of luck (Route found by Samsara)
Here is isn't done as fast as possible but it saves time later on as it sets a faster RNG on Be Prepred that compensates this and it ends up saving time.
Be Prepared
I start by clipping through a wall using the throw mechanic and go straight to the end of the level, RNG was manipulated to clip faster. (While not God Mode-Only, SBDWolf helped with ideas on how to manipulate the RNG as i can't do it the same way as done in the base game's TAS)
The end of the level works in cycles. Normally, you wait for all geysers to erupt five times before a platform falls, and the left one sends you to Simba’s Return. But it was discovered that after each geyser erupts at least once, if you go to the right geyser and then right after it erupts you go all the way to the right, their values start flickering between 1 and 0 as they are put in a waiting state. This allows you to manipulate the geysers in a way that the leftmost geyser erupts earlier by reaching 0 first, saving ten eruptions if everything lines up. (Original explanation was wrong, corrected with Akiteru's help)
Simba’s Return
You can combo hyenas/leopards by jumping on them, but if you don’t press anything, don’t mash fast enough or finish the combo Simba enters a damage state (even without losing HP). That state can also clip through ceilings.
By going into the right cave and clipping through the ceiling, Simba skips most of the caves and goes directly to the last one. You need to do it this way, otherwise you won’t kill the hyena and the game softlocks, since all hyenas must die before the changing caves. (Found by TenMicu)
In the last cave, I use specific movement to bait all four hyenas into the same spot for a quadruple kill instead of killing them one by one.
Pride Rock
If you swipe precisely above an enemy’s head, you get a glitch called “glitch kill”, where Simba is put in a free state while the game thinks the enemy is being comboed. For some reason, some actions such as walking deals damage during this state. This state can also happen by bonking the enemy's head precisely.
Each Scar phase normally plays a cutscene before progressing, but if the Scar phase ends off-screen, the cutscene doesn’t play. Glitch-killing Scar lets you end the phase off-screen and save time.
I did all phases because you can’t skip Scar Phase 1, and skipping Phase 2 makes Phase 3 not work.

Samsara: Judging!
Samsara: File replaced with a 20 second improvement, then replaced again with a further 13 second improvement. Also, please do not edit or remove judgement notes of any kind.
Samsara: Initially, I was on the fence about the optimization level of the run. Most of it seemed fine apart from a few noticeably suboptimal sections which were pointed out in the thread and acknowledged, with both Tompa and myself providing input files meant to be studied and learned from. I pointed out that while each new version of the run was faster than the previous, there were still regressions from section to section, similar to the way an RTA record improves. Not everything is always going to be consistently faster in an RTA run, but this is a TAS. There's no excuse for regressions like this in a TAS environment. You have infinite time to correct mistakes and infinite retry points to craft a single perfect run. You have the works of previous authors to look at and the exact inputs they put in to learn from. This is version 4 of the run and I'm still seeing those regressions. The hyena fight at the end of Elephant Graveyard was pointed out multiple times, and there are multiple input files containing more optimized versions, and yet it's still noticeably slower than it should be in this latest version.
I point out the RTA thing because in my nearly two decades of being around this community, the most common mistake I've seen from newer members and newer TASers is the mentality of treating TASing like RTA. RTA is forced to deal with pesky things such as "human ability" and "limitations" that make it ridiculously unlikely for any record improvement to be consistently faster at every possible moment. Every player is going to have their own approach to a run, they're going to have their own strengths and weaknesses, their own levels of practice and consistency, their own history of speedrunning informing their abilities. Runs have to be improved in one real time attempt, and only the final time matters when it comes to determining new records. That's what makes RTA exciting for some people. It's a grind, it's a challenge, it's active work to be the best at something.
TASing, on the other hand, isn't like that. There's no skill floor, there's no need to be good at anything, there's hardly anything that can limit you. I said it ten years ago on the former Bird Hell social media site and a hundred times since then, the only two skills you need to be able to TAS are patience and Google, or your web search of choice since Google's been sloppifying itself at a staggering rate for a very long and ongoing period of time. In other words, you just need to be able to look for information and set aside some time to sit down and implement what you find into a run. TASes are improved at the frame level, at any user-defined speed, with as many tries and retries as necessary. Because of this, a TAS can be seen as being made up of a nebulous number of miniature RTA runs, where any tiny section of a game is its own record which can and should be broken. That's what makes TASing exciting for some people. It's a puzzle, it's passive work that can be done at the author's own pace, and yet it can still be challenging depending on your choices.
The reason we put so much emphasis on optimization isn't because we're harsh and demand impossible levels of perfection, it's because we believe there's no such thing as an impossible level of perfection because anyone can attain what we're looking for regardless of their skill level. You CAN get better at TASing, but as I said before, there's no skill floor. Anyone can learn what TASing is on one day, and come back a week later with something incredible and well-optimized, just as long as they vibe with it in the first place. The process of optimizing a TAS is the exact same as making one, it's just ensuring that every single part of it is better than anything that came before it, and with the ability to fully control where and when you place each frame of input, anyone and everyone with the patience to sit down and experiment for a while can create better TASes than whatever is currently out there. This is made even more possible by the existence of every other TAS out there, coming in the form of input files that can be studied under the exact same conditions that TASes are made in. If you don't know how to do something done in another TAS, you can just open that TAS up and see the exact set of inputs needed to do it, and you can recreate them in your own TAS at your leisure.
I will say, though, that I don't fully agree with the other comments in the thread saying it needs a LOT more work. For a first publication of this hack, especially by a newer TASer, I'm perfectly willing to be lenient on minor optimization errors as long as I don't notice them while watching. A more casual viewer isn't going to notice the smaller things that the practiced Lion King TASers are seeing. The problem just remains in the bigger things, moments like that hyena fight that should have been improved but weren't, the parts that were noticeably slower than previous versions where they weren't particularly optimal to begin with. I can still see several seconds coming off of this run with a good optimization pass, ensuring that as much of it as possible either matches or surpasses everything else out there. You have access to that information, you have the input files we provided in the thread, you have the published runs of the non-hacked version of the game that you can compare to for anything that isn't being skipped by the God Mode stuff. Use it all!
If you can, I'd highly recommend having two BizHawk windows open and directly comparing two runs. If not, take note of frame counts for when certain things happen: Level starts, level ends, enemies taking damage, anything and everything that seems important. Write them down somewhere, a text file or a spreadsheet or something, and use them to divide the whole run into smaller sections. Then, just try and beat every one of those sections, noting down your new times in the same way. Then do it again if you want.
It's close, and I do think the hack is worth publishing so it's worth doing the work, it just needs that extra little bit of polish before it's acceptable.


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TasGrau
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The Level 8 Its optimized No Way They Learned Geyser Skip Just This TAS PERFECT!
About Me I'm Lion King Speedrunners BAD TASER! BS-X Fan My Cousin Is Doxa From Channel Doxa Gamer
ShgofcTAS
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TasGrau wrote:
The Level 8 Its optimized No Way They Learned Geyser Skip Just This TAS PERFECT!
After the feedback from Geyser Skip on my RAABS TAS i noticed how much time it saved and how it makes a boring two minutes more dinamic and fun to watch, totally worth the 1000+ rerecords it took. also i would like to credit Akiteru for teaching me the theoric part of the skip and PurpleeRuns for teaching me the actual gameplay behind it!
i like lion king.. and kirby 👍
Samsara
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I took a look at this hack myself a few months back after TasGrau's original submission, mainly just for fun/experimentation and no focus on optimization whatsoever but I did stumble upon a couple extra things that will help push this run lower. Video below, only goes up through Simba's Destiny: Link to video Input file: User movie #638913381703742704 First few stages are nearly identical so the most notable things are the different routes in Hakuna Matata and Simba's Destiny. In Hakuna, I go under the stage after the first waterfall section (which I had tried and failed to skip, losing time), which looks like it saves a few seconds over the route taken in this submission. I also take a different route in Simba's Destiny, though I went about it in entirely the wrong way at the time and later improved it significantly: Link to video I'd highly recommend looking into these further, feels like at least 20 seconds could be saved with solid optimization and potentially even faster routes that I missed.
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ShgofcTAS
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Samsara wrote:
I took a look at this hack myself a few months back after TasGrau's original submission, mainly just for fun/experimentation and no focus on optimization whatsoever but I did stumble upon a couple extra things that will help push this run lower. Video below, only goes up through Simba's Destiny: Link to video Input file: User movie #638913381703742704 First few stages are nearly identical so the most notable things are the different routes in Hakuna Matata and Simba's Destiny. In Hakuna, I go under the stage after the first waterfall section (which I had tried and failed to skip, losing time), which looks like it saves a few seconds over the route taken in this submission. I also take a different route in Simba's Destiny, though I went about it in entirely the wrong way at the time and later improved it significantly: Link to video I'd highly recommend looking into these further, feels like at least 20 seconds could be saved with solid optimization and potentially even faster routes that I missed.
Thank You for letting me know! I'm going to remake the TAS with the updated strategies, should be done by tomorrow and i'll update the movie file and submission text once its done
i like lion king.. and kirby 👍
ShgofcTAS
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i request a file replacement with the new 14 seconds faster TAS https://tasvideos.org/UserFiles/Info/639010400234981149
i like lion king.. and kirby 👍
Tompa
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Had a quick look at this. I saved 22 frames before the first level starts, then another 29 frames up to the Hyena fight. Mostly thanks to using the left+right trick to keep the speed while being in midair. Another 9f in the second stage, then I didn't test further. EDIT: Not because there isn't more to improve, just because I made the point to myself that the run is fairly unoptimised. https://tasvideos.org/UserFiles/Info/639010655925050182
ShgofcTAS
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Tompa wrote:
Had a quick look at this. I saved 22 frames before the first level starts, then another 29 frames up to the Hyena fight. Mostly thanks to using the left+right trick to keep the speed while being in midair. Another 9f in the second stage, then I didn't test further. https://tasvideos.org/UserFiles/Info/639010655925050182
NICE!while i think is a good time save i didnt want to use L+R since it is not allowed on RTA runs. maybe i'll upload a user file of the full game with L+R someday thought, it seems very promising for saving time on those first levels or making some tricks easier.
i like lion king.. and kirby 👍
Tompa
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You can get the same effect by alternativing left, right, left, right on every frame, just that holding left+right is simply more convenient, otherwise the two work identically.
ShgofcTAS
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Tompa wrote:
You can get the same effect by alternativing left, right, left, right on every frame, just that holding left+right is simply more convenient, otherwise the two work identically.
ooh, ok. i didnt know about this tech so i probably will do another submit in the future with this as i still have to analize the whole game to see where it can save time and ill have to do the whole TAS from scratch. but thank you for letting me know about that!
i like lion king.. and kirby 👍
Post subject: File Replacement Request
ShgofcTAS
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I request a file replacement with the new 6 seconds faster version, details on the User File (https://tasvideos.org/UserFiles/Info/639011799639916591)
i like lion king.. and kirby 👍
Tompa
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A few more things: You are using the SNES9X core for the run, which is generally not recommended. In this case, that's also what's causing you to lose time in the intro. I also don't see a reason why a new TAS was created with version 2.9.1 of Bizhawk, which was released over 2½ years ago, compared to the newer 2.11. That said: I improved the ascent in the first stage by two frames by timing the B presses around corners instead of turboing B, you also delayed the hit on the hyena by three frames. Two seconds saved on the hyena fight at the end of The Elephant Graveyard. You also delay a bit before you run towards the rock that is breaking afterwards: https://tasvideos.org/UserFiles/Info/639012168313103224 Like 15 frames faster when going up from the water into the frog in Hakuna Matata. You can avoid the ground splat if you go further and grab the edge of the platform instead, which is a little bit faster. First hit on monkey could easily be done 5 frames faster, 7 frames on second hit and then I stopped. This feels like a rushed TAS and could save a lot of time with further testing.
ShgofcTAS
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Tompa wrote:
A few more things: You are using the SNES9X core for the run, which is generally not recommended. In this case, that's also what's causing you to lose time in the intro. I also don't see a reason why a new TAS was created with version 2.9.1 of Bizhawk, which was released over 2½ years ago, compared to the newer 2.11. That said: I improved the ascent in the first stage by two frames by timing the B presses around corners instead of turboing B, you also delayed the hit on the hyena by three frames. Two seconds saved on the hyena fight at the end of The Elephant Graveyard. You also delay a bit before you run towards the rock that is breaking afterwards: https://tasvideos.org/UserFiles/Info/639012168313103224 Like 15 frames faster when going up from the water into the frog in Hakuna Matata. You can avoid the ground splat if you go further and grab the edge of the platform instead, which is a little bit faster. First hit on monkey could easily be done 5 frames faster, 7 frames on second hit and then I stopped. This feels like a rushed TAS and could save a lot of time with further testing.
i used version 2.9.1 cuz was the latest version when i downloaded it, i use the Snes9x core because the BSNES core has HUGE lag on my pc, im not a experienced TASer of Lion King, i only know the RTA stuff. but if someone like Akiteru decided TASing this i think a 6:35 (TAS Timing) would be achieved but i saved all the frames i could figure out. was my first time using TASStudio tho, maybe i'll figure those things as i go edit: i would do a v4 of this TAS but how it is already up for the veredict im letting the 6:39 be the final version. ill respect the judge's time and not upload a improvement soon specially if this TAS gets rejected and the RTA community while by far not big seemed really impressed by this TAS and im proud the way it is right now. edit 2: out of curiosity i was reading the judge guidelines and at ”https://tasvideos.org/JudgeGuidelines#EnsureTheMovieIsOptimized” considering the RTA record is more than a full minute slower with clear route changes and the only other two known TASes are https://tasvideos.org/9859S and https://youtu.be/FaamUYDqgqQ?si=XBdaIJ80wCnZ214z which are slower than the current RTA record i think this is good for a first gen TAS on TASVideos, tho it could be more optimized in the future but not by much.
i like lion king.. and kirby 👍
Post subject: encode added
ShgofcTAS
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just added an encode because it is more practical than opening the emulator and not being able to jump to certain parts of the TAS
i like lion king.. and kirby 👍
Samsara
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ShgofcTAS wrote:
edit: i would do a v4 of this TAS but how it is already up for the veredict im letting the 6:39 be the final version. ill respect the judge's time
Okay, but what if the Judge's time was spent on a v4 WIP? User movie #639025346045970593 Mostly the same input from the submission but I implemented and optimized some of the bigger things I noticed when watching. This is a little over 4 seconds faster so far up to the start of Be Prepared. I would've completed it but I couldn't get the end to resync and I don't really feel like figuring out the geyser manipulation at the moment. I can maybe see about finishing it up within the week unless you or someone else does so first. Something I would recommend though is listening to Tompa's advice and spending a bit more time on optimization. I noticed some time losses going from version to version earlier, with the Elephant Graveyard hyenas being the most noticeable. Remember that a TAS is something you can spend infinite time and retries on, there shouldn't be any avoidable time losses or regressions when making new versions of a run. What I do is I have the original version open in a separate emulator window so I can directly compare frame counts while I'm working to see how much time I'm gaining or losing in each section. Tools like TAStudio help here by making it easier to visualize and compare input at a glance. I will say though that outside of what I fixed above, the rest of the run looks fine to me. Frames can definitely be saved throughout, but for a first publication (both for you as the author and for the hack/category itself) this is definitely good enough already. As long as the last three levels aren't slower than previous versions, the final v4 file should be acceptable.
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Has there been any consideration as to whether this is an appropriate game/goal for publication? If this is mostly just Lion King but with an infinite jump hack, you could do that with any game. Outside of that, I have optimization concerns considering there have been many well optimized runs of this game published. Given the amount of reference material, there isn't much of a reason for any non-infinite jump section to be slower than the runs of the real game. One easy example is the setup for the Be Prepared clip, and then not doing any RNG manipulation for the geysers. The run in the encode immediately loses 2 eruptions compared to the published run. There are even more possibilities for eruption skips on top of the published SNES run that haven't been implemented yet, as seen in the Genesis run. There could have been more effort put into at least some entertainment while waiting as well. There are some errors in the notes: - Geysers erupt 5 times before being capped, not 6 - Swipes don't advance RNG, only random events do. The swipes are a RTA setup to not enter the geyser arena too early. - You don't really unload the geysers when you run to the right, you're just exiting the range where the game continues the eruption cycles - It would be more accurate to say that the counters that trigger the eruptions flicker between 1 and 0 because they're put into a waiting state, not that they're RNG values I know TASVideos has been more lenient towards ROM hacks, but I felt like I had to voice my concern about the standard of what is allowable and that we're not undermining the hard work that has been done in the real game.
Tompa
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There are certain things in a TAS that I think is an automatic reject in my eyes, which is when you can easily spot several improvements with your naked eye without any testing. This to me makes the run very lazy and then you won’t be able to trust the rest of it. I initially didn’t even continue watching the run after the monkey fight, there was just so many smell things all over the place. As Akiteru mentioned, there have been well optimised runs for the game one can easily check and match at many parts. Fixing small parts wouldn’t be enough, a whole redo from start would be required to fix this.
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Samsara wrote:
ShgofcTAS wrote:
edit: i would do a v4 of this TAS but how it is already up for the veredict im letting the 6:39 be the final version. ill respect the judge's time
Okay, but what if the Judge's time was spent on a v4 WIP? User movie #639025346045970593 Mostly the same input from the submission but I implemented and optimized some of the bigger things I noticed when watching. This is a little over 4 seconds faster so far up to the start of Be Prepared. I would've completed it but I couldn't get the end to resync and I don't really feel like figuring out the geyser manipulation at the moment. I can maybe see about finishing it up within the week unless you or someone else does so first. Something I would recommend though is listening to Tompa's advice and spending a bit more time on optimization. I noticed some time losses going from version to version earlier, with the Elephant Graveyard hyenas being the most noticeable. Remember that a TAS is something you can spend infinite time and retries on, there shouldn't be any avoidable time losses or regressions when making new versions of a run. What I do is I have the original version open in a separate emulator window so I can directly compare frame counts while I'm working to see how much time I'm gaining or losing in each section. Tools like TAStudio help here by making it easier to visualize and compare input at a glance. I will say though that outside of what I fixed above, the rest of the run looks fine to me. Frames can definitely be saved throughout, but for a first publication (both for you as the author and for the hack/category itself) this is definitely good enough already. As long as the last three levels aren't slower than previous versions, the final v4 file should be acceptable.
i'll do a v4 taking tompa's and akiteru's advice, ill take more care with optimization too because i didnt try getting everything actually perfect on the v3, only tried getting what seemed perfect for an RTA eye like mine, but ill try getting everything on the first frame to not bother experienced TAS eyes. the v4 will probably be ready on the next 2-3 days. i also learned a faster way of doing scar and retuen skip ill be implementing this too
i like lion king.. and kirby 👍
ShgofcTAS
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I request a file replacement with this new 13 seconds improvement: https://tasvideos.org/UserFiles/Info/639026589348292095 Simba's Destiny is slower to manipulate RNG and save time later on be prepared. akiteru and sbdwolf helped me to save this time this saves a second compared to the encode as i did a mistake on scar i only noticed a few hours after it was done
i like lion king.. and kirby 👍
ShgofcTAS
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ShgofcTAS wrote:
the v4 will probably be ready on the next 2-3 days.
guess it got ready a bit earlier.. i spent the whole day making it today and wasnt busy so i guess it makes sense, i also started it yesterday too
i like lion king.. and kirby 👍
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om, nom, nom... om, nom, nom... nom nom
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Location: Daten City
Even though I'm late to this, I just wanna say this: what's the point with this submission? The game here that you TASed is just a simple hack of The Lion King that adds simple cheats to the game that essentially makes the game boring. I'm not too familiar with this game, but I seriously don't even know what's the point of submitting a TAS of a such simple hack that just hinders the experience of the game by making it too easy.
Don't talk to me until I've had my god damn sugar. Amateur TASer
ShgofcTAS
They/Them
Location: The Pridelands 🦁
Joined: 8/14/2025
Posts: 19
Location: The Pridelands 🦁
Stockiel wrote:
Even though I'm late to this, I just wanna say this: what's the point with this submission? The game here that you TASed is just a simple hack of The Lion King that adds simple cheats to the game that essentially makes the game boring. I'm not too familiar with this game, but I seriously don't even know what's the point of submitting a TAS of a such simple hack that just hinders the experience of the game by making it too easy.
i thought it had cool tricks that the original game didnt and how im not very good with RTA on this game to showcase everything i thought a TAS was the best way of showing everything
i like lion king.. and kirby 👍