May 2, 2025: Huge update, I discovered DJs - the most revolutionary tech (for TASes) in a LONG time!! Nov 25, 2025: Huge update, improvements in SIX LEVELS, and a new feature - a spikejump bruteforcer! Dictionary: DJ: Double Jump GDJ: Goomba Double Jump F: Frame(s) L: Level SJ: Sidejump WJ: Walljump BF: Bruteforce If the TAS dies and desyncs, press T to toggle noclip and try again. For cycles to work, the L8 TAS is supposed to stand still for 13081F, or 7'16.03 xD And L3, 21406F (11'53.53) !!! 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. TAS's power over scratch's RNG is ridiculous - L6 pip juking go brrr... The chances? Around 1/150,000. Huge thanks to: - @griffpatch for the original game; - @Geotale and @carldrika for the TAS engine (albeit heavily modified, especially savestates were extremely hard to implement...); - @swskrei, @cs4912647, @undeterministic, @Geotale, @LionCoder10, @programminguy and @thepurplebanana66 for improvement suggestions (details inside!); - @luis_sm, @LionCoder10, @Sir_Farcelot, @BiskuitzKrackerz, , (again), and , for the models on L2, L3, L5, L6, L7, L8 (until blue platform clip) and L9 respectively; - , and for TAS tools suggestions; - for MASSIVE work on the bruteforcer, all I did was implementing it and some user-friendly tweaks; - for help with a lot of debugging; - Everyone else involved in one way or another! This is very likely the biggest TAS collab on Scratch :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 are TASes :D - MANY more TAS tools (explained in the TAS sprite) - Supports actual hand play - Input display - Precise timer - Noclip - Removed cloud and level editor (it was glitched) - Some visuals (eyes color, thumbnail, buttons text) - Other minor changes, like cleaning code and stuff - Eye launchers and L6 pips don't use scratch's RNG anymore; they always have the same values, the ones I found to be optimal, else the TAS could desync. This is the go-to for everything Appel TAS :3 I tried to make the touching functions deterministic but partially failed, I might (probably not) try to update it later without including rotation. You can still see remnants of my attempts in here though. Final times: L1: 18.93 L2: 25.97 L3: 13.30 L4: 24.73 L5: 12.30 L6: 29.73 L7: 33.06 L8: 30.33 L9: 13.13 Total: 3'21.50 Dates of publication: Jan 6, 2022: L2 Dec 15, 2023: L5 Jan 4, 2024: L8 Aug 7, 2025: L7 Aug 14, 2025: L3 & L4 Aug 23, 2025: L6 Aug 24, 2025: L9 & L1 Which TAS is your favorite? The only correct answers are 5, 6 and 8 but I'd like to hear further lol. I used to be undecided between those, but on Oct 27, 2025, my top pick settled on L5 with the implementation of pillar skip, requiring the craziest goomba manip ever recorded, along with the already ridiculous spike climb, not to mention this came with a *100%* reduction of the waiting time which makes this automatically a FG TAS as well. The amount of complexity found in the original game is a very pleasant surprise. And here we are now, 29 days later, and that level is updated again and rip the cool part, now it's just a basic GDJ. Back to square one. Which TAS is your favorite? 5, 6 or 8? That's it, collection finished :O