Little Green Blob is a 2023 homebrew game featuring a blob's adventure through a series of 20 rooms. As it makes it's way to the finishing flag at the end of each level, it will shrink in size when moving or when falling. Shrink too much and it's game over. This isn't an issue for the TAS which completes all levels in record time.
Game objectives
- Emulator used: Bizhawk 2.8
- Aims for fastest completion
Comments
Each level is pretty short and there isn't much variation between them and they all feature at least one of 3 obstacles:
- Spikes (on a timer)
- Switches for on/off platforms controlled by blobs shot using B
- Timed platforms
After most jumps, there will be a lag frame when landing. There are some rare cases where this doesn't happen but there didn't seem to be a way to control this. Where possible, the blob jumps on top of the flag and hits the end hitbox from above to prevent triggering the landing lag frame. The blob also tends to generate a moderate amount of lag frames, more so when rolling and I also couldn't find any particular way to reduce this lag.
Stage by stage comments
Level 1
Very simple first level that teaches jumping. Spikes are below.
Level 2
Introduces timed platforms but is pretty much the previous level apart from the fact it has more verticality.
Level 3
Introduces timed spikes. Much like the first two levels, it only requires a couple simple jumps.
Level 4
Introduces switches. ^
Level 5
Combines semi-solid platforms with timed platforms for vertical gameplay.
Level 6
Similar to the previous level, however it contains a pool of slime which the blob can sit in and regain its size. It isn't used at any point in the run.
Level 7
D+A allows for falling through semi-solid platforms
Level 8
A blob is thrown up onto the platform and rolls, hitting the switches which change which platforms can be stood on. This level contains quite a few lag frames as the blob rolls.
Level 9
Has two large blocks made of many timed platforms over spikes. The fastest way I found was to jump into the first block so the blob is trapped at the peak of its jump then mash A to jump out just before the blocks disappear. The second block disappears before we hit it. I did come across something strange while playing casually where the blob got trapped in the block but it continued moving. I tried recreating this in TAStudio but I unfortunately couldn't find a way to do this.
Level 10
Combines switches and timed platforms
Level 11
Similar to the previous two levels. The timed blocks act as platforms while a switch needs to be flipped to remove the giant block of red platforms. This level featured the most lag frame.
Level 12
Requires having to gain enough left momentum to have a blob hit the switch to activate the platform.
Level 13
D+A to fall through the platform then just avoid the spikes.
Level 14
Hit switches to remove walls while avoiding the timed spikes.
level 15
Almost all platforms are timed and one switch needs to be used towards the end to activate a platform.
Level 16
Tight jumps are done to avoid the spikes and the timed spikes are kind and disappear when we get there.
Level 17
Even more tight jumps are used on the edges of the platforms. It is fastest to jump on the left side then move towards the finish
Level 18
The room is flooded with slime and this makes the blob glide slightly so this allows for the blob jump onto the timed spike platforms earler.
Level 19
Extended version of level 16 although it does not contain the itmed spikes at the end.
Level 20
The blob's size needs to be reduced to make the jump between the ceiling and spikes. The rest is similar to previous levels, containing vertical gameplay of timed platforms and a switch.
ViGadeomes: Claiming for judging.
ViGadeomes: Adding cyclecount.
ViGadeomes: Sorry for taking so long,
Replacing the movie with an improvement suggested by Alyosha.
Everything fits with this movie. Great job !
Accepting.
despoa: Processing...