Submission #9856: aiqiyou & MrTASer's A2600 Chase the Chuck Wagon in 01:55.93

Atari 2600
baseline
(Submitted: Chase the Chuck Wagon (USA).a26 USA)
BizHawk 2.10
6947
59.9227510135505
1507
PowerOn
872b2f9aa7edbcbb2368de0db3696c90998ff016
TAS Timing
Y-Speed => 2 Frame for 1 Pixel
X-Speed => 2 Frame for 1 Pixel
Make Bowl Pos => 66 for best time saves


			
Submitted by aiqiyou on 8/11/2025 11:34 AM
Submission Comments
This is a very simple maze game with only four stages in total. The routes for escaping the maze are quite straightforward. However, during gameplay, players must evade enemies while finding their way out. Originally, while observing previous TAS, I noticed that taking the left path in Stage 3 could save about 8 frames. Interestingly, however, this 8-frame improvement proved ineffective. Further research revealed that each stage has a 32-frame rule, and specific input timing can shorten the post-clearance reward sequence. Of course, you must also avoid bumping into the reward bowl during this sequence. Regarding enemy RNG, it appears to depend on the position and timing where enemies stopped in the previous stage – I didn't verify this thoroughly. I only needed to linger for a few extra frames before reaching the goal, without violating the frame rule, to manipulate the next stage's enemy behavior. This became key to achieving improvements. Since the overall routing is simple, the final result was gaining an advantage of 2 frame rules in Stage 3, equivalent to 64 frames. Additionally, I terminated the recording early during the final stage's reward screen.

Darkman425: So imagine a wagon. Claiming for judging.
Darkman425: It's weird that this game has frame rules at all, though it's cool to see utilizing that knowledge to save time. Nice work!
Accepting to Standard as an improvement to [5316] A2600 Chase the Chuck Wagon by MrTASer in 01:57.97.

EZGames69: Processing...
Last Edited by EZGames69 on 8/24/2025 10:37 PM
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