ScratchData LogoScratchData
Back to KlimbRio1's profile

[TAS] Levels 2/5/8 - Appel

KLKlimbRio1•Created December 22, 2021
[TAS] Levels 2/5/8 - Appel
77
60
2194 views
View on Scratch

Description

May 2, 2025: Huge update, I discovered DJs! Saved 2F in L2, 2F in L5 (actually unrelated to DJs lol) and a whopping 21 frames in L8 with the 2-blocks gap SJ!! Dictionary: DJ: Double Jump F: Frame(s) L: Level SJ: Sidejump WJ: Walljump For now, only levels 2, 5 & 8 have a TAS; any other level will have the player stay still at the beginning. For cycles to work, the L8 TAS is supposed to stand still for 13082 frames, or 7'16.07 xD This would be long to wait for, so I added a script that (legitimately) simulates the movement of all objects for this period of time, without actually having to wait. It might make a couple seconds lag spike though, that's normal. Thanks to @griffpatch for his cool game Appel :D Thanks to @geotale for her TAS engine (shared by @carldrika ) :D Though I modified it to include savestates. Griffpatch's games are incredibly complex, so that was HARD... Thanks to @Sir_Farcelot for TASing L5, I didn't build my TAS off of his and I didn't *steal* the route (well ig I did but I'd thought about the route before) but it was in a way an incentive to come back to TASing this a bit :) Thanks to @swskrei for suggesting several ideas and encouraging me in my TASing! He notably suggested to WJ above the elevator in L8 (I had been just waiting for the elevator lol) which saved 3F :) Thanks to @swskrei (again) for telling me that it was possible to do a 1.5 block SJ, which I then used to skip the vertical conveyor belt entirely and save 2F! Thanks to @cs4912647 for suggesting me to do those last 2 little jumps in L8, I genuinely don't know how it's even possible I made that oversight, but oh well, I did xD The conveyor belt on the roof makes me gain enough speed to end 1F earlier :) Thanks to @undeterministic for suggesting to *jump* in the pit (18s into L8) instead of waiting to fall down. It was a pain to get cycles working again, I had to do more math, understand more code, but in the end it saved 2F :P (actually saved 3 but lost 1 due to an less optimal setup into the last cycle, which according to math, cannot be fixed) Thanks to @Geotale for saving 2F in L2, one from bruteforcing (!!) the first spikejump, and one for simply being better across the level. And also thanks for letting me straight-up borrow your improvements xD Thanks to @LionCoder10 for suggesting to do the little WJ between the two dropdowns after the red apple in L8 which saved 2F! And thanks especially for insisting after I confidently said it was slower lmao (I had only tested after the 2nd dropdown, didn't realize it could be used on the 1st) ALSO now it's the exact same time as the GOISE any% TAS! :D Thanks to @LionCoder10 (again) for suggesting the double WJ after the eye launcher in L8, I had been running on the conveyor belt to get to the left faster, and only needed one WJ but then needed a SJ to get above the pillar to the right. I could've sworn I already tried this, what happened?! xD I'm glad I tried it again anyways. This saved 2F, but I had to remake the previous part running under the eye to get a good setup for the turnaround - turns out I found something even better than before, saving another frame! Sad that it's no longer tied with GOISE any% TAS lol Thanks to @programminguy for suggesting to crouch when falling out of the hole after the red apple, I can extremely barely get under the wall 1f earlier thanks to the smaller hitbox and even though crouching loses speed I combined that with another precise adjustment and managed to save 1f! And even better, I could change entirely the targeted cycle, work on the eye avoidance a ton more and save another frame :D Thanks to @cwktao15764, @r2urur-u-r-u-r-ur- and @undeterminstic for suggesting TAS tools to add :D To edit the TAS or to add another one, go inside, in the last sprite called "TAS". More info is there. What I changed from the original TAS maker: - There is now a TAS for levels 2, 5 & 8 - MANY more TAS tools (explained in the TAS sprite) - Supports actually playing with the keyboard - Inputs are shown at the bottom right - The timer shows the hundredths - There are no cloud highscores - The level editor was glitched so I removed it - Some visuals (eyes color, thumbnail, buttons text) - Other minor changes, like cleaning code and stuff - The eye launchers don't use scratch's randomness to pick their rotation speed anymore; they always have the same speed, the one I found was most optimal. I tried to make this deterministic but partially failed, I might try to update it later without including rotation. You can still see remnants of my attempts in here though. Dates of publication: Jan 6, 2022: Level 2 Dec 15, 2023: Level 5 Jan 4, 2024: Level 8 Lol see the pattern? Dec 10, 2025: Level 11 next.

Project Details

Project ID620172671
CreatedDecember 22, 2021
Last ModifiedJune 22, 2025
SharedMay 2, 2025
Visibilityvisible
CommentsAllowed

Remix Information

Parent ProjectView Parent
Root ProjectView Root