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I was a bit unsatisfied with the original run and on a whim I decided to record another go at it, and thanks mostly to a better powerup routing 15 minutes are cut off the run. The raw power of the Flame/Frost Ray is better than the gains you get from having wild balls to occasionally play with. Keeping the higher chance of Fireflies and Frost Rays in the mid-game is the main timesaver here. You could still save time on this, but this is a way better run overall compared to the first attempt, and I'm not sure if there is a route that much better than this one. You can't discard Fireflies, and the Frost Ray is the best overall sphere-killer. A Sub 3 RTA is probably in the realm of TAS powerup manipulation. It's too bad, though, this game is close to being interesting, but 10tons just had to ruin the game with dumb design decisions. First you have the Frost powerup that is annoying to play because the game physics slow down, and when you upgrade that problem away then comes the survival level waiting rooms that pop up all through the middle of the game for no reason (wait, I do know the reason, it's because they needed to pad the game out), then there is the later levels with the 40 or whatever long sphere chains that just become a slog. Every part of the game just has something that's a little bit annoying that you're not looking forward to, and thus the whole game gives off that feeling despite the fact that it's the really really good Sparkle 2 game engine. I'm not quite done with this game yet, though. Soon I'll do all the survival levels not just to 5/5 stars, but a "6/5" of sorts, that being where you survive long enough to get grey balls come in. Even though Survival isn't really a deep game mode it's decently fun. Look forward to that eventually.