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TAS Goal: Complete all 15 levels and reach the final cutscene.
Alternate Version that goes to credits: https://tasvideos.org/UserFiles/Info/639144989555338690
Rather standard platformer with simple controls. You attack with your claw, you dash with odie, and you jump. Basic Tech: -Odie's Dash can be extended with jumps as well as the claw attack. -Turning left and right can help with landing on platforms.
That's really about it, the game is split into 4 playstyles (Exploring, Riding, Performing, Flying)
-Exploring is the main platforming part of the game where you have to collects special collectables to bring back to a NPC character.
-Riding is another part where you ride Odie to the end of the level without losing all your energy.
-Performing is a basic rhythm mini-game where you time the stars to achieve a high score.
-Flying is practically a side-scroller where the inputs are up and down to avoid obstacles.

Levels:
1 - Get Ready to Leave Home (Exploring)
Standard starting level, there's keys you have to bring to Jon that you can't access without Odie's dash, in which Odie is present on the other side of level, just a basic B-line to Odie with some small platforming.
2 - Ride to the Studio (Riding)
The first riding levels, and the introduction of damage boosting in these types of levels, by getting stuck behind a wall the game launches you forward at high speed while taking away 10% of your energy (health), so to get as many damage boosts here it's simply about collecting the low-hanging foods as well to avoid dying.
3 - Sneak Preview (Performing)
The first of these, there's not really much of a way you can speed these up, so these can be pretty much glossed over.
4 - Get Ready to Rehearse (Exploring)
More platforming and strats, just collect the 3 items scattered around, in the rooms leading up to 2 of the items you can use Odie's Dash and coyote frames to skip some platforming, other than that just some fast platforming.
5 - Ride to the Forest (Riding)
The first and only glitch present in this game, despite the lack of walls to get stuck on, you can damage boost by doing a precise jump to get stuck in an incline between the floor and the slope, saving about a second per boost, I tried in other inclines but couldn't get them to work.
6 - Get Ready for Magic Tricks (Exploring)
Collect the 4 cards stuck in the trees, bring them to the NPC, I chose to route in a way to collect the coffee to obtain the red card from exiting the ladder without having to do some extra platforming.
7 - Comedy for Alligators (Performing)
Fast menu navigation yippee!
8 - Ride to the Pong (Riding)
The final riding level, just holding right most of the time until reaching this one part where you can do a glitched damage boost.
9 - Get Ready to Train (Exploring)
Like level 6, except one of the collectables is just in the main path, the coffees in this level are simply too out to reach without having to spend extra time platforming to them.
10 - Training with Freddy (Performing)
These levels were a bit a break after all the save states and frame advances in the Exploring levels.
11 - Get Ready for Funny Water (Exploring)
Just a lot of jumping just enough to land on the platforms, and some fast ladder climbing with coffee. And the single collectable here is just sort of put there on the side of the level.
12 - Fly through the Forest (Flying)
Yep, just a basic autoscroller, I tried making it entertaining by collecting most of the items here.
13 - Fly through the City (Flying)
Last flying level? I was getting attached to them ):
14 - Get Ready to Tango (Exploring)
The last platforming level, really just like level 4 but the items are in different places. Just take the direct paths to them and win!
15 - Fun Fest Tango (Performing)
Ending off the game with a basic rhythm mini-game, game simply ends after this with a final slideshow.

Overall, fun game to TAS and get under 19 minutes.


TASVideoAgent
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This topic is for the purpose of discussing #10444: ChesetheStickman's DS Garfield's Fun Fest in 18:46.983
Active player (411)
Joined: 2/16/2024
Posts: 84
Nice work. I was interested in seeing a TAS for this game and it has now happened. I decided to take a little look at this game myself and I figured out a few things. If you walk off a platform, stop moving and then move again, you can reset the falling timing to walk on air and jump when you are done. You can even mash a direction to slowly descend. I figured out that with this exploit, you can get the keys early on level 1, saving a lot of time. I have made an improvement incorporating this skip. This saves 45 seconds (the reason it is longer is because it includes the DS BIOS and goes to the credits). The rest of the run is the same outside of a few sync adjustments in certain areas. The run definitely has potential to be optimised further. I imagine air walking can be used in more places to save time and there are a couple of other general optimisations which could be implemented throughout the run. 1. The game lags for a bit while it loads a textbox so textboxes should be avoided whenever possible and fast 2. If you climb just below the top of a ladder, stop moving and then move up for one frame on the next frame, you can climb up the ladder without that significant height gain. User movie #639145398215885272
Player (193)
🇺🇸 United States
Joined: 3/14/2026
Posts: 7
Location: 🇺🇸 United States
SuperSqank wrote:
Nice work. I was interested in seeing a TAS for this game and it has now happened. I decided to take a little look at this game myself and I figured out a few things. If you walk off a platform, stop moving and then move again, you can reset the falling timing to walk on air and jump when you are done. You can even mash a direction to slowly descend. I figured out that with this exploit, you can get the keys early on level 1, saving a lot of time. I have made an improvement incorporating this skip. This saves 45 seconds (the reason it is longer is because it includes the DS BIOS and goes to the credits). The rest of the run is the same outside of a few sync adjustments in certain areas. The run definitely has potential to be optimised further. I imagine air walking can be used in more places to save time and there are a couple of other general optimisations which could be implemented throughout the run. 1. The game lags for a bit while it loads a textbox so textboxes should be avoided whenever possible and fast 2. If you climb just below the top of a ladder, stop moving and then move up for one frame on the next frame, you can climb up the ladder without that significant height gain. User movie #639145398215885272
That's a very cool skip you found! It's nice seeing a person actually interested in a TAS for this game, and finding some cool strats as well.
Active player (411)
Joined: 2/16/2024
Posts: 84
Thanks. I have made another movie which saves another 36 seconds. This run performs new routes in levels 4 and level 6 and there are a couple of smaller improvements in other areas. There is definitely still room for more optimisation but here is a sizeable improvement for the time being. User movie #639145677716946065
Player (193)
🇺🇸 United States
Joined: 3/14/2026
Posts: 7
Location: 🇺🇸 United States
SuperSqank wrote:
Thanks. I have made another movie which saves another 36 seconds. This run performs new routes in levels 4 and level 6 and there are a couple of smaller improvements in other areas. There is definitely still room for more optimisation but here is a sizeable improvement for the time being. User movie #639145677716946065
Wow these optimizations are looking absolutely impressive. I liked the extra glitched damage boost in level 2!
Active player (411)
Joined: 2/16/2024
Posts: 84
I have made one more improvement. All of the platforming levels are more optimised now and I have cleaned up inputs throughout the run. This has been an interesting game to look into. Thank you Chese for making the original TAS. User movie #639146455947168153 I also have a YouTube encode of this update: Link to video