tas mmo platformer 48.33s
TAS MMO Platformer - Tool-Assisted Speedrun Framework
Advanced modification of @griffpatch_tutor's original MMO platformer adding comprehensive Tool-Assisted Speedrun capabilities. Two days dedicated to algorithm development and TAS optimization achieving 48.33 second completion. For speedrun inspiration, see Geometry Dash Wave.
Technical Foundation
Scratch non-deterministic behavior may affect TAS playback accuracy. YouTube backup video available for reference demonstration. Frame-perfect input system designed for maximum optimization.
Major Skip Analysis and Plausibility
- Circle Platform Momentum Launch: Using momentum from circular platform on rightward trajectory to achieve accelerated launch. Theoretically possible but impractical for real-time runs.
- Early Crusher Undercut: Attempting to pass under crusher one cycle early. Mathematically impossible regardless of time savings.
- Pillar Top Skip: Bypassing pillar tops to avoid slowdown when going below crusher. Possible and plausible for real-time execution with sufficient practice.
- Early Spinning Platform Access: Reaching spinning platforms one cycle early. Possible but extremely difficult requiring maximum frame savings.
- End Platform Optimal Launch: Frame-perfect jump combined with frame-perfect long jump upon landing. Requires starting run at latest possible frame.
Save Code Mechanism
Format Structure: Input1,Frame1,Input2,Frame2... where Frame1 represents duration Input1 held, Frame2 duration for Input2.
Input Encoding: 4-bit binary number with bits corresponding to Left, Right, Up, Down keys converted to decimal storage.
Complete Input Reference
- 0 or <0/>15 = No input
- 1 = Stationary duck (down only)
- 2 = Stationary jump (up only)
- 3 = High jump (up + down)
- 4 = Run right
- 5 = Slide right (right + down)
- 6 = Jump right (right + up)
- 7 = Long jump right (right + down + up)
- 8 = Run left
- 9 = Slide left (left + down)
- 10 = Jump left (left + up)
- 11 = Long jump left (left + down + up)
- 12-15 = Obsolete (both left and right pressed simultaneously)
Development Log Highlights
- v0.1 (19/06/2020): Binary input encoding implementation
- v0.3 (20/06/2020): Slow mode and frame-by-frame analysis
- v0.5 (20/06/2020): First TAS completion 48.63s
- v0.6 (21/06/2020): Improved to 48.37s with UI enhancements
- v0.9 (21/06/2020): Fully optimized 48.33s (1450 frames)
- v1.1c (09/07/2020): New 48.30s TAS code (screen dependent)
Mode Controls
P key toggles between record mode and playback mode. W key toggles slow frame mode for analysis. F key toggles frame-by-frame mode for precision.
Record Mode Commands
Original movement controls active. Q+R combination resets recording. C key advances to next frame in frame advance mode. X key clears inputs for upcoming frame.
Playback Mode Commands
1 key generates save code from current input data. 0 key loads saved input data from code string. Any key continues playback during frame advance.