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10th Frame

This is a ten-pin bowling simulation game published by Access Software in 1986. Up to eight players can take part in open bowling or a tournament.
More information can be found in the manual.

Tools Used

  • BizHawk 2.9.1

Effort In TASing

I have been looking at this game for a while and I finally decided to sit down and figure it out here recently. When I did, I was surprised how complicated the game mechanics are, over other bowling games of the 8-bit era. After doing two rounds, I discovered the way this game operated. All you need it two different plans of attack and you can replicate that throughout the entire game.
First step was to bowl at the highest speed possible. I quickly realized that slower speeds don't help, if you were able to pull off a faster throw. First thing is first...keep the speed high. Second, discover the angle and the hook of the throw. Once you have that, you have a set of inputs that can be repeated every other round.

Ending Choice

All of you know bowling...just 300 and you are done.

Human Comparison

This player must have just play this game for the first time, but I think it will show you how sensitive the game really is.

DrD2k9: Claiming for judging.

nymx: Replacing with an improvement, found by DrD2k9. Copy pasta got me in trouble this time. :(

DrD2k9: Unclaiming and setting to new. I found a way to end input faster by using a slower ball speed on the last throw.

eien86: Claiming for judging.

eien86: Could not find tape, help requested

eien86: Tape found, re-judging

eien86: Having reviewed other C64 games, I'm really impressed with this one. It looks as if its lifelike animations were done through rotoscoping and the mechanics are really advanced compared to other games. I would have really liked to play this game had I been a contemporary.
The movie completes the game with a perfect score (equivalent to goal: 100%) and does so as fast as possible. That is, all throws go full power, except for the last which releases the ball early. This still achieves a 300 score but with an earlier input. This last input leads to a query screen where you are asked whether you'd like to print the score sheet. If you say 'N', you are taken to a screen with bigger sheet. One would normally consider this screen the real end of the game and therefore any submission should, in principle, include the 'N' input. However, the authors (and others in staff) have manifested a preference towards allowing such input be passed as a post-movie input (for encode only) and preserve the entertaining value and ingenuity of the last slow throw. I agree with this.
Accepting to Standard.
Note: The tape used in this submission is not easily findable (obtained it from a German site). I would recommend next time the authors should use a more reputable/trustable/solid sources to find roms/tapes that allow for more dependable reproduction.
Encoder: The authors have provided the encode movie that contains the aforementioned last input. Please use this for your encode.

despoa: Processing...


TASVideoAgent
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This topic is for the purpose of discussing #9180: nymx & DrD2k9's C64 10th Frame "maximum score" in 07:15.51
Spikestuff
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TASVideos and bowling is like bowling and TASVideos.
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GJTASer2018
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What, no ingame acknowledgement of the perfect score? Lame! (Vote Meh because repetitive)
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...
Post subject: Could not find tape
eien86
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I downloaded every version in existence in internet archvie and related pages, still none of them match the hash. And they desync. Please shoot me a pointer.
DrD2k9
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nymx
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FYI...I chose this type of media, because I am annoyed at "Cracked" or "Trainer Intro" modified disk images. I understand the reason why they exist, since piracy was something that Commodore tried to prevent in the 80's. So here, a tape image was chosen because most of them are "pure" and a disk image wouldn't automatically obsolete a tape image (even though it would be faster). So the authenticity is maintained and the TAS keeps its focus on the game.
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

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