FLaiL (pc) (pc) [Any %] [Individual Level] [245800]
Run Information
Completion Date May 9, 2013
State Published
Runner Charles 'Arcanod' Nannan
Segments 80
Links
Verification Thread
Run Comments

Welcome, traveller!

The 100% category for FLaiL has been defined as follows: maximum score per level (as many point boxes as possible), which is – as one of the verifiers said – the only reasonable way to run the game. The real, hard, bloody way. So don't be surprised if I run and jump everywhere.

If you want to give the game a try before watching the run (and I advise you to do so, at least to get an idea of how "slippery" the controls are), you can download it freely on his official website: http://www.mattmakesgames.com. If you like wall jumps in games in general, I promise you will not like them anymore!

This second submission is a global and vast improvement. The execution is much tighter than before and includes some new strategies. I have redone all the levels without exception, even when an improvement wasn't possible (in that case, the new score is strictly equivalent to the old one), in order to homogenize the files (sound volume and video compression). The five last levels (8-6 to 8-10) are now recorded smoothly at 60 FPS instead of 30, like all the others. Everything is not "perfect", but I played each level multiple times until getting what I could call, based on my own standards, a near-perfect result. All is about paths optimization and reduction of delays; which, by the way, is not always humanly possible (like pressing the same key consecutively or doing successive jumps at minimal height).

Important:
The speedrun is recorded at 60 FPS, so 1 frame = ~0,017 seconds.
In the game, the score/timer is decreased by 10 every 10 frames (~0,167 seconds).
The game doesn't keep track of this degree of precision, but I do. It's important for such short levels. To keep it clear and simple, I simply add a value to the fourth digit of my scores (listed below) which replaces the regular zero. One point means one frame. In other words, with this notation, scores are ten times more accurate. Thus, considering a visible score of 4000, a value of 4009 will be better than 4000 (or 4001). The former immediately succeeds 4010; the latter precedes 3990.

The first score is from my first submission (i.e. from the IL table on the official game page).
In brackets, by how much points/frames the new best score exceeds the original.
An asterisk indicates a new strategy or shortcut.

1-1: 1286 (0)
1-2: 1286 (0)
1-3: 1272 -> 1273 (1)
1-4: 1290 (0)
1-5: 1266 (0)
1-6: 1245 (0)
1-7: 1257 -> 1259 (2)
1-8: 1265 -> 1266 (1)
1-9: 1296 (0)
1-X: 1266 (0)

In-game score for zone 1: 12680

2-1: 2023 -> 2024 (1)
2-2: 1992 -> 1995 (3)
2-3: 1990 -> 1994 (4)
2-4: 1947 -> 1961 (14*)
2-5: 2014 (0)
2-6: 1944 -> 1961 (17)
2-7: 2052 -> 2055 (3)
2-8: 1968 -> 1970 (2)
2-9: 1991 -> 1993 (2)
2-X: 2020 -> 2031 (11)

In-game score for zone 2: 19970

3-1: 2528 -> 2529 (1)
3-2: 2459 -> 2460 (1)
3-3: 2413 -> 2415 (2)
3-4: 2534 -> 2537 (3)
3-5: 2645 -> 2650 (5)
3-6: 2573 -> 2585 (12)
3-7: 2571 -> 2596 (25*)
3-8: 2536 -> 2561 (25)
3-9: 2464 (0)
3-X: 2510 -> 2524 (14)

In-game score for zone 3: 25280

4-1: 2870 -> 2882 (12)
4-2: 3070 -> 3083 (13)
4-3: 2878 -> 2892 (14)
4-4: 2939 -> 2958 (19)
4-5: 2860 -> 2862 (2)
4-6: 2917 -> 2924 (7)
4-7: 2882 -> 2893 (11)
4-8: 2894 -> 2955 (61*)
4-9: 2913 -> 2931 (18)
4-X: 2898 -> 2930 (32)

In-game score for zone 4: 29280

5-1: 3242 -> 3247 (5)
5-2: 3252 -> 3263 (11)
5-3: 3230 -> 3263 (33*)
5-4: 3394 -> 3840 (446*)
5-5: 3507 -> 3515 (8)
5-6: 3322 -> 3348 (26)
5-7: 3280 -> 3285 (5)
5-8: 3290 -> 3301 (11)
5-9: 3297 -> 3306 (9)
5-X: 3319 -> 3345 (26)

In-game score for zone 5: 33670

6-1: 3761 -> 3770 (9)
6-2: 3675 -> 3681 (6)
6-3: 3622 -> 3662 (40*)
6-4: 3662 -> 3678 (16*)
6-5: 3771 -> 3778 (7)
6-6: 3704 -> 3710 (6)
6-7: 3734 -> 3826 (92*)
6-8: 3756 -> 3761 (5)
6-9: 3649 -> 3673 (24)
6-X: 3775 -> 3801 (26*)

In-game score for zone 6: 37310

7-1: 4114 -> 4122 (8)
7-2: 4173 -> 4183 (10)
7-3: 4142 -> 4152 (10)
7-4: 4221 -> 4222 (1)
7-5: 4232 -> 4247 (15*)
7-6: 4095 -> 4100 (5)
7-7: 4037 -> 4042 (5)
7-8: 4239 -> 4350 (111*)
7-9: 4100 -> 4103 (3)
7-X: 4088 -> 4096 (8)

In-game score for zone 7: 41590

8-1: 4655 -> 4665 (10)
8-2: 4467 -> 4475 (8)
8-3: 4535 -> 4538 (4)
8-4: 4454 -> 4473 (19)
8-5: 4730 -> 4756 (26)
8-6: 4514/5 -> 4520 (6/5)
8-7: 4636/7 -> 4680 (44/43*)
8-8: 4594/5 -> 4612 (18/17*)
8-9: 4644/5 -> 4650 (6/5)
8-X: 4660/1 -> 4681 (21/20)

In-game score for zone 8: 46020

In-game total score: 244280 -> 245800

__________

Level-specific comments (not very interesting, I fear):

1-2: oh Lord, look at these abyss! I almost died!
1-7: I tried hard to hunt another frame, but it seems that 1259 is the best one can get here.
2-7: very hard to not touch the second block and maintain the speed.
3-8: time gained by aborting the boost.
3-10: the very start of the level is extremely hard to manage, but mandatory to get 2520+.
4-7: with enough velocity, it's possible to not stick to the edge of a platform.
4-9: one of the levels which makes me want to maltreat my keyboard because of its ghosting issue.
4-10: wall jumps! A pain to do fast, when two of the arrow keys lead to certain death...
5-2: note that it's impossible to jump while crouched.
5-4: perfect accuracy is obviously required here...
7-5: it's possible to "skip" the second to last corner. Another time, perhaps!
8-10: 4660 is easy, 4670 is hard, 4680 requires a perfect execution. Passing through the small gap at the top right corner is impossible.
__________

Thanks for watching the run, I hope you enjoyed it!
All is now well optimized; there won't be a second wave of improvements.
If you want to leave me your impressions (please?) of ask for any question, feel free to send me a PM or contact me at arcanod (at) gmx . com.

Levels
Level 1-1 [1280]

Level 1-2 [1280]

Oh Lord, look at these abyss! I almost died!

Level 1-3 [1270]

Level 1-4 [1290]

Level 1-5 [1260]

Level 1-6 [1240]

Level 1-7 [1250]

I tried hard to hunt another frame, but it seems that 1259 is the best one can get here.

Level 1-8 [1260]

Level 1-9 [1290]

Level 1-10 [1260]

Level 2-1 [2020]

Level 2-2 [1990]

Level 2-3 [1990]

Level 2-4 [1960]
Level 2-5 [2010]

Level 2-6 [1960]

Level 2-7 [2050]

Very hard to not touch the second block and maintain the speed.

Level 2-8 [1970]

Level 2-9 [1990]

Level 2-10 [2030]

Level 3-1 [2520]
Level 3-2 [2460]

Level 3-3 [2410]

Level 3-4 [2530]
Level 3-5 [2650]
Level 3-6 [2580]

Level 3-7 [2590]

Level 3-8 [2560]

Time gained by aborting the boost.

Level 3-9 [2460]

Level 3-10 [2520]

The very start of the level is extremely hard to manage, but mandatory to get 2520+.

Level 4-1 [2880]

Level 4-2 [3080]

Level 4-3 [2890]
Level 4-4 [2950]

Level 4-5 [2860]

Level 4-6 [2920]
Level 4-7 [2890]

With enough velocity, it's possible to not stick to the edge of a platform.

Level 4-8 [2950]

Level 4-9 [2930]

One of the levels which makes me want to maltreat my keyboard because of its ghosting issue.

Level 4-10 [2930]

Wall jumps! A pain to do fast, when two of the arrow keys lead to certain death...

Level 5-1 [3240]

Level 5-2 [3260]

Note that it's impossible to jump while crouched.

Level 5-3 [3260]
Level 5-4 [3840]

Perfect accuracy is obviously required here...

Level 5-5 [3510]
Level 5-6 [3340]

Level 5-7 [3280]

Level 5-8 [3300]

Level 5-9 [3300]
Level 5-10 [3340]
Level 6-1 [3770]
Level 6-2 [3680]

Level 6-3 [3660]

Level 6-4 [3670]
Level 6-5 [3770]

Level 6-6 [3710]
Level 6-7 [3820]

Level 6-8 [3760]

Level 6-9 [3670]

Level 6-10 [3800]

Level 7-1 [4120]

Level 7-2 [4180]

Level 7-3 [4150]

Level 7-4 [4220]

Level 7-5 [4240]

It's possible to "skip" the second to last corner. Another time, perhaps!

Level 7-6 [4100]

Level 7-7 [4040]

Level 7-8 [4350]

Level 7-9 [4100]

Level 7-10 [4090]

Level 8-1 [4660]

Level 8-2 [4470]

Level 8-3 [4530]

Level 8-4 [4470]

Level 8-5 [4750]

Level 8-6 [4520]

Level 8-7 [4680]

Level 8-8 [4610]

Level 8-9 [4650]

Level 8-10 [4680]

4660 is easy, 4670 is hard, 4680 requires a perfect execution. Passing through the small gap at the top right corner is impossible.