Submission Text Full Submission Page

Game objectives

Collect helicopter and safe tokens to complete 3 race minigames and 4 pachinko minigames to "beat the system"
  • Emulator used: fceux-2.0.2
  • Aims for fastest time to reach a "you beat the system" screen
  • Manipulates luck
  • Makes entertainment and speed tradeoffs
  • Uses multiball at all times after collected

Comments

This game was released on the NES by Rare Inc. in 1991 and is based on a real pinball machine released by Williams pinball in 1985. I had always enjoyed pinball as a kid but this game pushed me over the edge in that I eventually purchased several pinball machines, High Speed included. I can authoritatively say that the core rules of High Speed were ported over fairly faithfully although Rare decided to add in two different minigames and a "wizard mode" goal. Rare had previously ported Pinbot to the NES and in which they opted to do unusual things like changing the ball into a triangle. Between the two games I feel High Speed offers more depth and a lot more defined goal, so I decided to do a TAS on it as my first project. This is my first submission, so please have grace with me if I've missed something.

Game goals

The game places tokens at random on the playfield which can be collected by shooting the ball past them. Collecting three helicopter tokens causes a racing minigame to start and collecting three safe icons causes a "Pachinko" cannon shooter minigame to start. Entering the minigames with more than one ball allows for more balls in the race minigagme and a faster shooting rate in the pachinko minigame. Completing all three races and all four pachinko minigames causes a spaceship to appear which displays a message that states "you have beaten the system". Reaching this screen is the primary goal of this run.

Section by section comments

Game start and intro

The first thing you'll notice about this game is the unskippable cutscenes. They're long. They can't be skipped. I'm restating the obvious but they more than double the movie length. I play around with some input animations throughout to pass the time and advance as quickly as it is possible to do so but I'd recommend speeding past them.
Once the game starts, I immediately turn off the voice option because the game pauses while it's talking (a very annoying trait even outside a TAS run).

Multiball

There are three banks of three stoplights and each light has to be hit once to advance. You can also spot stoplights by using the ramp but this takes valuable time so I opt to nudge the table around a fair amount to try to hit the lights as quickly as possible. Once the light is red I run the red light (which is much more interesting on the physical pinball machine because it turns on a siren and a beacon light on top of the game, but I digress). After launching and locking two more balls I take advantage of the extra balls in play to quickly snag the last safe token to start the pachinko minigame.

Pachinko minigame #1

I initially took the approach of carefully aiming the cannon and firing an exact shot into one cup at a time but there is absolutely no speed benefit to holding back on the number of balls fired. So, after landing the first two cups I go postal on the remaining two. It's more entertaining that way.

Pachinko minigame #2

While starting the second minigame I get a multiball jackpot (which spots a minigame token) as well as an extra ball which gives me no benefit at all but has to be collected sooner or later to advance to the spaceship. I let a ball go behind / under the right flipper for a split second before returning it to play. Unfortunately, the jackpot shot left a ball in the right lock hole which I have to wait on; I avoid this in future iterations.
In the second minigame I go postal again and utilize the spray and pray method of ball placement. This is the first minigame completion that also includes fireworks. The unksippable kind.

Race minigame #1

While collecitng tokens for the race minigame I attempt to wear out the orbit spinners by flinging all three balls through them repeatedly. I have to collect the kickback before it will give me more tokens to move on, hence the delay.
This is the easiest race - I catch all three balls on the right flipper and release the flipper for a single frame which causes them to go straight up but never displays any flipper animation. This makes for an interesting effect. Hitting your car makes it go faster while hitting enemies fouls them up, although the speedup effect is not consistent (this can be seen in the second-to-last lap where a solid shot gives very little boost). I play around with some input animation after taking 1st.

Pachinko minigame #3

I use the upper ramp to score the hideout bonus and collect tokens faster. I also triggered a bug where it's possible to have enough icons to start both minigames at the same time, but the game always picks the first completed token set as the next minigame.
The third pachinko table's center cup gave me no end of grief. I finally resorted to alternating shots on either side of it to manipulate luck enough to get a ball "stuck" on a peg so it would drop in to the cup.

Race minigame #2

This minigame starts quickly because the tokens have already been collected.
This figure 8 race course was very generous with nitro boost drops; I was unable to find any memory addresses to help manipulate them into appearing consistently but I was able to trigger four of them to show up in this race which makes it go by quickly.

Race minigame #3

The helicopater / safe animation has to completely end before any minigame tokens appear on the table. This is particularly annoying here because it takes a while to manipulate a good drop (without manipulating luck it can take well over a minute of real time before the game gives even one token drop).
In this race I focus more on spaced out hits with one ball at a time. This makes for a more interesting race, especially when the hit comes after ricocheting the ball of the sides and top of the table to hit the car just right. Winning this race gets the second fireworks display and lights the ball save bonus.

Pachinko minigame #4

I opt to use the hideout bonus to collect the last minigame tokens required in the game.
This final pachinko table is handled significantly differently than the first three. I was able to better manipulate the luck so every ball fired reaches the intended cup. There's a fair amount of waiting required to manipulate luck so it isn't as fast-paced but it does complete the table very quickly.

Beating the system

I do a ball trap which triggers some interesting game physics (the balls... er.. appear to have a love-hate relationship and display it by creating their own inertia). Watch the non-trapped ball as it approaches the spaceship for pickup - a bug causes it to completely disappear for several frames in a row before it enters the beam.
Once all three balls are abducted a "You have beaten the system" message is displayed which is where I stop the movie. Please note that this screen also says "....so far." and is apparently not the final ending; I originally made this submission with an incorrect assumption about this. I have adjusted the submission's goals to state the correct goal.

Future Improvements

Luck manipulation improvements. I can't say this enough. The pachinko minigames nearly killed me as they are a lot tougher than they look. It turns out that every frame the fire button is held after a ball is released from the cannon significantly impacts the speed at which it travels and subsequently changes its bounce pattern (which means balls you have already fired are impacted by future ball releases). I didn't fully understand this mechanism until after the third cannon minigame. The main table and the race minigame could also be improved significantly by finding out more about the memory addresses that trigger the minigame tokens and the nitro boosters.
I opted to get multiball as quickly as possible to eliminate all enemies on the main table and give me more "ammo" in the miniames, but this also meant I had to load three balls for every minigame and it also increased the forced bonus animations. It's possible a one-ball run may be faster, but that would eliminate the possibility of collecting the "hideout escape" bonus which scores several minigame tokens at once and would introduce enemies into the main table.

Memory addresses

These are mostly of interest in the pachinko minigame. $07AC is the cannon angle where 00 is far right and 95 is far left. $0699 is a counter that generally shows you how many balls you can fire before it requires you to wait for some to drain. $03EE and $07B3 are the number of cups that you've filled and the total number of cups on the table, respectively. $07B0 is the game's timer countdown.

Thanks

I've been a long-time lurker and I'd like to say I never would have attempted an unassisted run without all of the information posted both in the FAQ's and the forums. While there always a few bad eggs in any group I cannot overstate how professional this community conducts itself and how impressed I am at the level of dedication and tenacity on display here. Thanks to everyone who helps make this what it is.
Screenshots: The alien abduction at frame 44700 might be a good choice.

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This topic is for the purpose of discussing #2092: dwangoAC's NES High Speed in 12:25.02
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Hello, dwangoac! I liked watching this movie. It shows impressive pinball action. There are some parts that look like they could be done faster, especially entering the helicopters, safes and the flying saucer. Anyway, it did not look bad. Voting "yes".
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Hang on a second... I thought that there were four more pachinko rounds and three more races in this game... (for a total of eight pachinko rounds and six races)
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gameboy9 wrote:
Hang on a second... I thought that there were four more pachinko rounds and three more races in this game... (for a total of eight pachinko rounds and six races)
Whoa - you are right and I didn't even catch that... It's been several years since I last played this game so I used the description at http://www.gamefaqs.com/console/nes/file/587336/29606 which only mentions the space ship. I see the entry http://www.gamefaqs.com/console/nes/file/587336/38515 mentions a rocket, and come to think of it I remember a difficult pachinko table with a green background which gave me trouble years ago which I haven't seen yet in this run. Something in the back of my mind tells me that some of the minigames repeat which may detract from the cleanliness of the objective but perhaps I can beat them in a more interesting manner the second time around. I'd still like people to review it to get feedback but it shouldn't be accepted for publication with the current description - I've edited the goals section to note this only completes the game to the first "You beat the system" message. Please accept my apologies for not properly catching this and thanks for mentioning it, A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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Aqfaq wrote:
There are some parts that look like they could be done faster, especially entering the helicopters, safes and the flying saucer.
I'd agree with you. This is one area where I traded speed for entertainment by showing off some precision orbit shots instead - I could trap all three balls (like I do with the spaceship) and potentially manipulate it so all three balls somehow land at the foot of the ladder or the center of the safe at the earliest possible frame but with only two flippers to perform a catch with this would be a very tall order to perform every time because nudging the machine affects all balls in play. Still, there's probably some room for improvement in the form of better ball placement at the time the minigame round starts. Further analysis of the token drop triggers may also significantly shorten the main table interludes if an effective manipulation strategy could be ascertained. Thanks for reviewing this, A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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dwangoac wrote:
Further analysis of the token drop triggers may also significantly shorten the main table interludes if an effective manipulation strategy could be ascertained.
Lua scripting is pretty handy for this sort of thing. Seeing as you already know the relevant memory addresses, you could, for example, systematically test a subset of all possible inputs for a given set of frames, and find the best outcome that way. As for the movie... I'm undecided. The action was good and seemed well executed- I particularly liked the minigames. But like the submission text says, half the movie is spent idling through fireworks score tallies. IMO, not a great choice of game, so I'm somewhere between Meh and Yes.
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Dromiceius wrote:
Lua scripting is pretty handy for this sort of thing. Seeing as you already know the relevant memory addresses, you could, for example, systematically test a subset of all possible inputs for a given set of frames, and find the best outcome that way.
I had considered Lua scripting for this but the problem I ran in to was I never found the memory address associated with the safe / helicopter minigame token drops. I'd gladly accept help tracking helpful memory addresses down if you're up for it. :)
Dromiceius wrote:
But like the submission text says, half the movie is spent idling through fireworks score tallies. IMO, not a great choice of game, so I'm somewhere between Meh and Yes.
The unskippable sections are a definite annoyance in this run. I really wish there was some way to get past those. The bonus score countdown could be shortened by reducing the bonus amount (using only one ball instead of three, artificially running the clock down somehow, etc.) but there's still that pesky fireworks animation. I'll play around to see if there's some other way to glitch past it (possibly by abusing the pause function?) but more than likely it's not something that can be avoided. Thanks for your comments and thanks in advance for any memory address / Lua scripting help you might be able to provide in the future, A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: Single ball run
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OK, I decided to try my luck with a single ball instead of going for multiball and the result may be worth the effort. Have a look at this short 1 minute WIP: http://www.sonic.net/~ac/tas/High_Speed_WIP_by_AC.zip EDIT: Here's an even tighter version which also includes getting the tokens for the second minigame: http://www.sonic.net/~ac/High_Speed-AC_Luck_Manipulation_Improvement_WIP.zip I've discovered much more effective ways of manipulating the luck (as in I'm now more experienced at knowing what to look for), but even after hours of searching through memory addresses I still haven't found the specific address(es) that indicate which drop will take place when. There are a large number of values that all change at the same time the frame before a minigame token drop and I can't make heads or tails of them. If anyone can help me analyze the memory addresses that change I would definitely appreciate it. This version gets to the first pachinko minigame several seconds faster and completes the minigame in a very optimal way. The bonus animation is also a few frames shorter due to the lower timer bonus count. What may work would be working through all of the pachinko minigames, starting multiball, and then working through the race minigames. I've found that it is possible to copy and paste a previous minigame completion from a different .fm2 file in so long as the movements start on the same relative frame based on the first possible frame where you can control the cannon. This means I can re-do the main table portions but keep a few of the better minigames (the race minigames would have to be done after multiball is collected, however). At this point I feel that the entertaining portions of the run outweigh the unskippable bonus counts (especially since FCEUX has that handy tab button to fast forward) but if you have a strong opinion about it please feel free to post. Thanks again all, A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Post subject: Faster edition
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After much reworking and splicing I have a significantly faster run completed. This version does all of the pachinko minigames with a single ball which drastically reduces the amount of time spent waiting on the unskippable bonus countdown. The luck manipulation is greatly improved from the original submission. Unfortunately, the race minigames have poorer times almost universally due to less fortunate starting lineups (I was unable to splice in my original runs because it appears to key some randomness for the races off of the score or some other factor). This plays past the spaceship and shows that there are indeed new minigames, so I'll work through a run that completes ALL of the minigames before resubmitting. Any interim feedback would definitely be appreciated however. The new version is located here: http://sonic.net/~ac/tas/High_Speed-dwangoac.zip Thanks again for your comments, A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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You should create a thread in the NES games forum, dwangoac, since people don't usually look in the Workbench/Published Movies/Gruefood area for WIPs.
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Hi dwangoac, and welcome to the forums! If I were in your position, I would probably cancel this submission until you're sure of the file that you want submitted. Replacements to submission files are usually only accepted when the improvement is minor, and it sounds like the file you posted two posts above this one has completely changed the run. Also, it seems that you're working on yet another run which may end up being faster still. So to avoid confusion as to which run is which, it would be be best to cancel this now, and resubmit when you're sure that you've produced final run that meets your expectations.
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Derakon wrote:
You should create a thread in the NES games forum, dwangoac, since people don't usually look in the Workbench/Published Movies/Gruefood area for WIPs.
Ahh, OK - so a WIP on an NES game would go to the NES games forum - makes sense. I will cancel this submission because the original submission was sub-optimal with luck manipulation and more importantly did not meet the originally intended goal (which was to truly beat the system). My current WIP file gets back to the point where my balls get abducted by the aliens (humor intended): http://sonic.net/~ac/tas/High_Speed-dwangoac.zip. Thank you very much for responding and letting me know where to put this, A.C. ******
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.