H.E.R.O. : HELICOPTER EMERGENCY RESCUE OPERATION

Reach miners trapped miles under the surface of the earth! Use the Prop-pack to maneuver through a maze of mineshafts! Blast vile vermin with the Microlaser Beam! Dynamite walls! Negotiate across the lethal lava flow! Rescue all the miners you can before running out of lives or power!
H.E.R.O. was ported to numerous systems, but many of the ports have unique attributes that create a unique TASing challenge. Details on what make this port unique are further down.

General Game Info

  • The goal of each stage is to reach the trapped miner at the bottom of each level.
  • Navigation is done by running left and right, hovering/flying with the prop-pack, and falling.
  • Lasers can be shot from your helmet to kill enemies.
  • Bombs must be dropped to destroy walls created from rock cave-ins to progress through the game.
  • Hitting any enemy is instant death
  • Hitting the water/lava at the bottom of a stage is instant death
  • Hitting a hot rock wall is instant death
  • Your own bombs can kill you instantly if you're too close (but there's ways around this)

TAS Objectives/Notes

  • Beat the Game as quickly as possible
    • There are 20 unique levels in the game. After that the level number changes to "PRO" and earlier levels simply repeat until the player loses all their lives.
    • The game manual states "You've saved the day when the score reaches 1,000,000." But this is not a true endpoint for the game as play can continue beyond that point.
      • At 1,000,000 points, the score display simply becomes asterisks because the RAM addresses for score are maxed and the programmers had this display change instead of rolling over to 0.
      • It is possible to continue scoring after this score display is achieved, thus a Max-Score run is not an option for this game.
  • TAS created over various BizHawk versions and completed on v2.5
  • To save time, unneeded bombs are dropped prior to ending a stage to limit time lost to bonus coundown.
    • Occasionally a minor movement delay is necessary to drop an extra bomb, but the bonus time saved at the end of the stage is worth the movement delay.

Attributes Unique to the Atari 2600 Port

  • Speed is slightly faster than C64 Port
  • Helicopter movement is a bit easier to control. Response time is faster in taking off compared to other ports
  • Avoiding being killed by bomb explosions:
    • On other versions, only 1 frame of elevation is needed to avoid being killed. In this port, it take serval frames to avoid damage. This limits use of a time saving strat more easily used in Coleco and C64 ports.
  • It is necessary to be completely 'stopped' to lay a bomb; no other inputs can be in the same frame as the down press to drop the bomb.
  • Uses "Down" to lay bomb; other ports (like Colecovision) use dedicated buttons.
  • Holding "Left" or "Right", against a wall displaces the main character a pixel or two closer to the wall. This helped cut time, where delays are needed in other ports to avoid creatures.
  • Creature speed, most notabiy the green snake, is the fastest among all the ports we explored. This makes slightly unique routing over the other consoles.
  • Map has the same general room layout as that of the Coleco and C64 ports, but rock walls may be in different places.
  • Of the three ports we worked on, Atari is the only one with bomb persistence.
    • Explosions from bombs droped in one room that don't explode until after the main character has entered the new room can be used to destroy walls that are on the far right of the new room
    • The game moves the dropped bomb's horizontal position to a location that will destroy the rock wall.
    • This allows for more continuous motion through some of the horizontal passageways as there is no delay from having to stop and drop a bomb near the rock wall and then wait for the bomb to explode.
    • This is the most significant time save of all strats compared to other ports.

How this submission came to be

NYMX was working on the C64 port of the game on his own. This prompted DrD2k9 to investigate the Coleco version. Once each of us completed our own TAS, we swapped files and reviewed each other's work. We each made improvements to the other person's TAS then swapped back again. During all the back and forth, we decided to investigate the published A2600 run. Using knowledge gained from doing the other two ports (and a bit more file swapping), we effectively did a complete reTAS of the A2600 port by testing alternative inputs room-by-room. This resulted in improvements on every level through the run. As we each worked on and made improvements to all three ports, we are both authors on all three submissions.

Comparison to Current Publication

Some of the improvements result from emulation differences between BizHawk versions; most notably at the start of the game. Others come from dropping bombs further from the rock walls; the current publication gets closer than necessary in a number of cases before dropping a bomb which then results in a later passage through the hole blown open. The rest of the improvements come from movement optimization.
This submission is 164 frames (approximately 2.74 seconds) faster than the current publication. The following table breaks down where in the game those frames are saved.
1st Visible Frame1st Visible FrameFrames SavedCumulative
for Current Publicationfor this Submissionthis SegmentFrames Saved
Reset to Start game6155
Stage 18216
Stage 254653828
Stage 312491237412
Stage 4219221532739
Stage 533723330342
Stage 644894441648
Stage 758425790452
Stage 876247565759
Stage 9949194211170
Stage 1011531114491282
Stage 111367113585486
Stage 121597615881995
Stage 13181961808912107
Stage 1420513204015112
Stage 1522661225454116
Stage 16249622483313129
Stage 17270422690112141
Stage 1829210290618149
Stage 1931443312895154
Stage 2033647334894158
Final Input35414352506164
The following is a video comparison of the current publication (left) vs this submission (right). Due to emulation differences between the versions of BizHawk on which the old and new TASes were made; instead of staring the comparison from power-on, this video cuts the first few frames of the old TAS to allow the first frame of character control to be synced between the runs. This allows for a more accurate representation of improvement from game-play differences.

Suggested Screenshot

  • Frame: 32529

feos: The ending check the other 2 ports went through works the same here, the difficulty isn't increasing. The game actually halts once you reach 1M score, but that's not a meaningful goal for fastest completion, because there's no new content in the PRO levels. For a max score run? Maybe. Anyway, accepting over [3351] A2600 H.E.R.O. by StarvinStruthers in 09:51.01 inheriting the tier.
fsvgm777: Processing.


TASVideoAgent
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This topic is for the purpose of discussing #6881: DrD2k9 & nymx's A2600 H.E.R.O. in 09:48.27
GJTASer2018
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Posts: 299
Location: Stafford, NY
I previously tried to improve the current submission for this game in BizHawk 2.3, but got stymied on the first "U-Turn" hover (on Level 8). For some reason, I couldn't get the player to "snap" to the ground at the end and had to manually land him instead, wiping out the previous gains I had accomplished. I gave up at that point because I assumed that the previous submission took advantage of an emulation bug (and that "proper" emulation would result in a slower submission as a result), so I would like to know if my initial conclusion was wrong or if there really WAS an emulation problem in that version...
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
DrD2k9
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Joined: 8/21/2016
Posts: 1085
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GJTASer2018 wrote:
I previously tried to improve the current submission for this game in BizHawk 2.3, but got stymied on the first "U-Turn" hover (on Level 8). For some reason, I couldn't get the player to "snap" to the ground at the end and had to manually land him instead, wiping out the previous gains I had accomplished. I gave up at that point because I assumed that the previous submission took advantage of an emulation bug (and that "proper" emulation would result in a slower submission as a result), so I would like to know if my initial conclusion was wrong or if there really WAS an emulation problem in that version...
I'm not sure exactly all the ways the emulation differences affect the run. What I do know for sure is only at the beginning of the run. There are 5 lag frames at the beginning in the old run. There is only 1 lag frame in the new one. This allows for a faster start in the new version. As far as improving the old run. I copied the inputs from the old TAS and put them into the newer BizHawk version. I then went through every single screen making improvements everywhere I could (NYMX then found further improvements). So I don't even know if our improvements would carry over and work in the older versions of BizHawk. I suppose it could be theoretically argued that all the frames we saved from minor movement optimizations could be attributed to emulation differences; but I strongly doubt that's the case. In the comparison video, I dumped the current publication video from BizHawk 1.11.9.1 and the video for this submission from BizHawk 2.5. Even still, if you look close, it's possible to see some instances where the current publication gets closer than necessary to the rock walls before dropping bombs. So there was some optimization done beyond emulation differences. All that said: Without seeing your inputs, I can't explain why you had trouble with the hovering "U-turn" in stage 8 on your attempts. NYMX understands the flying mech a bit better than I do, so maybe he'd have some insight.
nymx
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What we discovered was a frame rule, that we believe is 8 frame in length...although, we don't understand it enough to carry a good conversation. BUT! this frame rule was responsible for "Eating" up gains that we made. This was evident when I first found a flaw in Level 3. At first, my gains were almost all gone, by the end of the level. So I went back and tried to figure out how to clean this up. What I found was changing some of the actions to different screens. For one, the old TAS laid a bomb down near the spider, above a hole. This was inefficient. So I killed the spider first and laid the bomb in another area...to prevent having to slow down. Well, this got us past the frame rule and helped to maintain our cuts. This is evident, at the start of each level...where we would randomly find a frame or 2 (sometimes up to 4 frames) of "No movement" where inputs were applied to take advantage of the dead waste. When I did my review, this discovery aligned the remainder of the TAS to fall in a different "Beat", helping to maintain our cuts. In regards to your U-turn, I suspect that your helicopter spin up was not done as late as possible to allow early forward movement and upward climbing at the optimal time to land. This is a tricky manuerver and can burn you on effort. On Coleco, we didn't have this problem as we could brush the edge while dropping a bomb....a technique that we started calling "Toe Pick". Basically, find the top of the curve for the best situation...if that makes sense.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [4304] A2600 H.E.R.O. by DrD2k9 & nymx in 09:48.27