Submission #8154: nymx & MrTASer's INTV Frankenstein's Monster in 29:46.60

Intellivision
baseline
(Submitted: franken.rom unknown)
BizHawk 2.8
107053
59.92
16085
PowerOn
Submitted by MrTASer on 3/29/2023 7:28 AM
Submission Comments
This game is a homebrew port of Frankenstein's Monster on the Intellivision. More info and download link can be found at this AtariAge Forum

Game objectives

  • Emulator used: BizHawk 2.8
  • Completes 1 loop as fast as possible.
  • Plays at Easy mode

Comments

In this game, we have to reach down and collect a box and then again reach at the top and then go into the monster*. I tried but didn't found it possible to land on the bridge directly through the hole. After getting to the monster, we go into the black screen in which we have to reach the red spots. After each level, the height of those red pillars increases and the monster is defeated after completing the 6th (last) level. We can avoid enemies by jumping over them. The enemies on stairs can't be avoided, but could be fastly overcome-ed by climbing from sides. There is a timer which initiates our ability to climb up or down the stairs (like a framerule). The character can't jump on the top floor.

Stage by stage comments

Stage-1

Nothing special. Just needed a delay on the last stairs to avoid blue enemy.

Stage-2

Delayed after reaching the ground to prevent spiders

Stage-3

Much more delay, but the easiest Black Screen.

Stage-4

Nothing special.

Stage-5

Spiders made me stop a bit.

Stage-6

Spiders made stop a bit too long.

Other comments

If somebody using some tools, could find a way to land on the below bridge through that whole, then a good amount of time could be saved... (And I'm ready to have co-authors)

RAM Addresses

Effort by NYMX

When I (nymx) started judging this, I originally found over 1000 frames, on the inputs that were submitted. Afterwards, I noticed that the next round had a different screen layout...which means that the unique content was not fully demonstrated. So I offered to help with the rest. I have updated this submission with 11 more loops that show the remaining layouts that exist. In total, there are 12 different layouts.
Optimizing this game came mainly from delays, going into the next area. At the time of entry into any area, the pattern of each ghost is pre-determined. So I would delay until I got the best frame count. Near the end, the levels got so hard that I had to accept places that were held up.

nymx: Claiming for judging.

nymx: I've reached out to MrTASer and explained to him that his TAS is showing early signs of not being optimal. I will be working with him to clean up his inputs...so I will be setting this submission to "Delayed" and dropping from judgement.

nymx: Due to judging rules, I am dropping out...due to my contributions to this movie.

feos: Claiming for judging.
feos: Bridge holes layout has 4 variations that change every level, and the log in the water has 3 variations, so to play through all of them we indeed need 12 loops if we aim to complete all unique content. But if we don't, then simply defeating the monster once was still enough per a recent rule change. A more complete movie is just better to have. Accepting.

despoa: Processing...
Last Edited by despoa on 5/16/2023 9:56 PM
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