Submission Text Full Submission Page
Look guys I made a proper encode this time are you proud of me?

Game objectives

  • Emulator used: libTAS v1.4.6 + ruffle-nightly-2025_01_18
  • Uses hardest difficulty
  • Heavy luck manipulation
  • Genre: Puzzle

Settings

  • Linux version: Ubuntu 24.04.1 LTS (Through WSL2)
  • SWF MD5: 31d3106ad9a2b3821b385a964550aca4
  • --no-gui command line option
  • Renderer: Vulkan
  • Game was obtained through Flashpoint.

Comments

Hi, everybody! Today I'm submitting a TAS for a different SpongeBob Flash game. This is Trail of the Snail, based of the Season 4 TV special "Have You Seen This Snail?". After being neglected and ignored by SpongeBob for too long, Gary runs away from home and goes missing. SpongeBob, finally realizing his mistake, goes out on a quest to find his beloved snail pet and reconcile with him.
This TAS beats the game in under 3 minutes, which also makes the Dirty Bubble's high score look like child's play in comparison to spunchbop's ludicrous paddle speed.
This is a score based matching game. The game is played by using SpongeBob's paddle ball to plunk the pairs of twins, which will disappear if they are identical, until only one character is left, the one the player is looking for. Plunking the character the player is looking for makes them have to restart the area. There is also a timer, and the player loses the game if time runs out.
Of course, this game is not as simple as it looks at a glance. First, there are fish hooks that show up that snag away one of the twins, which makes the level unbeatable, making you restart the level.
The big powerup that you always want to get is the blue Starfish. Clicking on it will temporarily give you a super paddle that will make a full pair of characters dissapear with one click. There's a catch, however. The Starfish spawns depending on RNG. You want the Starfish to spawn as early as possible, so you have to resort to a couple of ways to manipulate RNG. First, you "route" which character do you click on, and then secondly, you have to delay a specific number of frames when you click on the corresponding pair.
I did the best I could with this. The only areas where I couldn't spawn the Starfish reliably was Patrick's, Squidward's and Grandma's levels. Starfish either spawned way too late, where I would've had to slow down a bit too often, or I didn't get any Starfish at all. Every other level I'm pretty satisfied with the spawns I got (the luck I got in the last level was absolutely insane BTW).
For bonus rounds after beating a level, I try to make it as entertaining as I could. There doesn't seem to be an impact in gaining or losing time, from what I've noticed.
Thank you for watching and reading! I hope I can keep this up.

InputEvelution: Claiming for judging.


TASVideoAgent
They/Them
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Experienced player (862)
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damn you're way more of a kusogeman than me lol.
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.
InputEvelution
She/Her
Editor, Judge, Player (36)
Joined: 3/27/2018
Posts: 219
Location: Australia
Hi dekutony! I've had a look through your submission, and there's a couple of things I'd like to bring to your attention. The first is the menuing. I notice that you tended to do mouse clicks 3 frames apart from one another, however this can be reduced to 2 to save a good few frames over the course of the run. The second is the RNG manipulation. There were a couple of instances where I was able to shave off a frame or two of waiting without disrupting the RNG. Additionally, by changing the system time in libTAS, you may be able to get some different RNG seeds, which might help you to get the Starfish earlier in some levels. I've uploaded a userfile here so that you can better see where the improvements come from. I'd like to see you take another stab at this and see if you can save some more time.
Experienced player (756)
Joined: 11/23/2013
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Location: Guatemala
InputEvelution wrote:
Hi dekutony! I've had a look through your submission, and there's a couple of things I'd like to bring to your attention. The first is the menuing. I notice that you tended to do mouse clicks 3 frames apart from one another, however this can be reduced to 2 to save a good few frames over the course of the run. The second is the RNG manipulation. There were a couple of instances where I was able to shave off a frame or two of waiting without disrupting the RNG. Additionally, by changing the system time in libTAS, you may be able to get some different RNG seeds, which might help you to get the Starfish earlier in some levels. I've uploaded a userfile here so that you can better see where the improvements come from. I'd like to see you take another stab at this and see if you can save some more time.
I might take a look at this over the weekend. One question though. What are the sync settings for this userfile? Are they the same as the submission?
Here, my YouTube channel: http://www.youtube.com/user/dekutony
InputEvelution
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Editor, Judge, Player (36)
Joined: 3/27/2018
Posts: 219
Location: Australia
They are mostly the same, however I had trouble getting the game to run correctly with Vulkan, so I used OpenGL instead. I don't think this should cause any issues though.
Experienced player (756)
Joined: 11/23/2013
Posts: 2275
Location: Guatemala
Ok, so when you're talking about the menuing, are you referring to when I click on a character or the map screen or the title and intro screens at the start? Also for RNG, which levels did you shave of frames without affecting the RNG? As for changing time for RNG seeds, I'm not sure if I have the skillset and patience to figure that out... I'm not too confident in my ability to look for the most optimal seed in this situation (I was never that great at RNG related stuff like this).
Here, my YouTube channel: http://www.youtube.com/user/dekutony
InputEvelution
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Editor, Judge, Player (36)
Joined: 3/27/2018
Posts: 219
Location: Australia
dekutony wrote:
Ok, so when you're talking about the menuing, are you referring to when I click on a character or the map screen or the title and intro screens at the start?
The map screens and intro screens are affected. Again, these areas are identifiable by the fact that consecutive mouse clicks are done 3 frames apart instead of 2. I don't recall off the top of my head exactly which levels had time saved, but you should be able to check this yourself by comparing between the userfile and your submission in libTAS's Input Editor.

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