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(I'm not quite sure why it turned out like this)
Blinky Goes Up is a 2013 A2600 homebrew game in which Blinky is trapped at the bottom of a dungeon with only one way out: up. To make an already tedious journey harder, he must avoid various enemies and a screen that only scrolls up as he goes up. This TAS aims to battle with the game's horrible sliding physics to exit the dungeon as quickly as possible

Game objectives

  • Emulator used: BizHawk 2.8
  • Aims for fastest completion

Comments

Apart from the way Blinky slides which is really annoying and I wasn't able to do anything about it, my main concern was optimisation. The way he slides and the way collisions work makes it feel really slow and I'm not sure if that's just because I was playing it at 50% speed in bizhawk, its a genuinely slow game or the TAS is slow. I have gone back through what feels like a million times and checked the RTA wr in case there were any strats I'd missed but to no avail.

Memory: Claiming for judging.
Memory: Replacing file with 61 frame improvement...
However, I have found additional improvements on level 3 adding up to 44 frames and still notice skidding all over the place. It is extremely easy to experiment with turn around timings and jump timings and that was not done here.
Rejecting due to poor optimization.


TASVideoAgent
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This topic is for the purpose of discussing #7591: Cephla's A2600 Blinky in 01:35.84
LoganTheTASer
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optimisation looks decent. there may be a couple parts where you could delay jumps a bit less but idk. the physics look too complex imo
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Memory
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Found multiple improvements throughout the first few stages and I expect this trend to continue. Part of the issue I am seeing is that you appear to be optimizing for the y-axis at times where the x-axis is actually more important. Delaying jumps can allow you to switch your x-momentum faster to the opposite direction in cases where you need to do a sort of u-turn.
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https://tasvideos.org/UserFiles/Info/637951484602158108 I believe I've managed to do this in the other levels where possible and also spawned the blobs and moving lines earlier so there was less waiting. The total timesave over the original run as of now is 61 frames and I don't think it's unlikely more could be saved but I have tried my best
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