Glitchless because I didn't feel like abusing the sticking bug, let alone understanding how it works :D That was a really quick one to make wow For that last bit there's three routes tied! :O Although two are almost the same as each other, the third (shown here) is completely different. I kept one ghost to show one version of the other route. Disclaimer: the TAS engine is not accurate. In the original game there is actually a 3-frames delay before every sling to actually have an effect because of sound blocks xD So I just waited the 3f (+1=4 because more delay) at the start and made sure to have a minimum of 3f between every single slingshot. I've done some testing and this seems to be the same amounts as in the original game. Where this helps is that it's much simpler to understand my own TASing when the current mouse position is being used instead of the one 3f in the future xDD So I know for sure hat these inputs exactly won't yield the same output in the original game, but unless I make some mistakes, which I hope (and think) I didn't, then the output is achievable in the original game by shifting the inputs by 3f. (Given that the touching blocks are deterministic, which they aren't, lol)