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Game 3 "randomizes" spawn locations (technically it's just seeded based on hitting select to move to game 3 on whatever frame) and if you wait long enough there is a chain of seeds that moves the chalice into the white castle. It's faster to access than the black castle so I went one by one through the seeds to find a favorable location for everything so we burn nearly 2s to get the seed from this run and go from there.
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Thanks! I've only ever played the NES version but the AI movement is seeded based on certain frames hit when starting a new game. Summon elemental and teleport are also able to be cast entering from different frames but we don't want them. With Imprison, it appeared to always target a unit within the wizard's own attack range and if no such unit exists it goes for the dragon which I can only assume is because the shapeshifter itself has lower "stats" pre-combat or something.
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Yup, stage ends when you get the 10th one. There's a slight time gap between grabbing 2 and 3 but I don't think it's possible to close that gap and keep the "every 16 frame" cadence going based on how fast the skeleton moves in that section.
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Difficulty in this particular game can be mitigated by pressing/mashing start during the AI thinking phase. This is used in the Rta run to force the opponent to make hilariously bad decisions to allow us to win quickly.
It may be useful for a TAS like this as well since you can potentially open up lines that the AI would not ordinarily use. It should give you more "options" to explore and I think harder difficulty AI would be susceptible to this as well to a lesser degree.
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Thanks for pointing those out. I knew about them and I opted not to go for the select screen movement because I thought it might be confusing for people who aren't experienced with the game, like a "if she's moving why isn't she just leaving the castle?" type situation and I didn't think the 90 or so frames of being on screen like that would add any entertainment value to the run.
If folks think it is worth adding I can certainly add it in, however. Thanks MESHUGGAH!
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Thanks! And I agree with you. That's why I didn't mention obsoleting the current publication at all. Even though this is a "harder" difficulty, the bat really changes things up and creates an apples to oranges situation. The current publication is great and makes incredible work with the bridge and I don't want to see it obsoleted.
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I tested the Phoenix this morning as well, the sorceress runs away into the corner and it takes forever for the Phoenix to get there and do enough damage.
I also tried going first but like you said the AI is much more aggressive and conjures elementals instead of using imprison.
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Requesting a judge to replace the submitted file with this one: https://tasvideos.org/UserFiles/Info/637850226122032054
This is a 16 frame improvement by ending the first Shapeshifter move one block sooner. I could have sworn I tested that. I will be more careful in the future.
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Thanks! I think the fight screen layout is rolled earlier than that. Possibly before the match starts. When I changed up moves or induced a different fight it would still always be that layout for the first fight of that particular game. It is likely just rolled on one of the 3 initial starting menus along with the AI movement logic.
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I am requesting this submission's file to be replaced with the one linked below. I cleaned up a routing oversight regarding baserunning and saved nearly 40 frames. Will reupload a temp encode momentarily.
https://tasvideos.org/UserFiles/Info/637845913436205314
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I looked through everything again and I came up with a good route in terms of distance but not necessarily time.
Menu to Snake
Snake 3
Persia 1
Kobold 2
Man head 3
Waldo 1
517+603+357+483+907 = 2867
This is 202 pixels shorter than my TAS (with the only difference being the man head level variation) but I have 2 questions
1. How much time do we lose menuing? - looks like 79 frames if we move on the first possible frame and enter the next stage on the first possible frame.
2. How fast does the cursor move in terms of pixels per frame?
Edit - I compared the man head variations in real time from A press to start the level to A press to finish the level
Variation 3 - 147 frames
Variation 4 - 206 frames
However we have to add 79 frames to variation 3 due to switching levels so the run with 4 ends up faster with all else being equal (206 vs 226)
The more I dig the more confident I become in my route haha
Edit again - I can't get the above pattern to work. Man head 3 never shows up despite the logic saying that it should
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Luckily we're dealing with a very constrained data set. We know we have to start on level 1 as changing the level loses too much time. We know that we only have have 4 possible starting patterns and we know that we need either variation 1 or 2 for the final level.
Snake variation 3 is very valuable since we can't get 0. This was the big time save in my TAS.
Kobold level variation 2 is the best option through the pattern. This locks out variation 2 on the final level so we know what we need (variation 1)
At this point we're at:
Persia
Snake 3
Kobold 2
Man head
Waldo 1
Filling in the blanks - Persia has to be 1 or 4. However we need to get 1 back into the pool for eventually getting it on the Waldo stage. So Persia needs to be 1
Man head needs to be 0 or 4 since 1 is terribly slow. I opted for 4 as mentioned above. So we ended up with 1,3,2,4,1 which makes the most logical sense to me. We can always try to bang it out in excel to cover our bases though.
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I'm looking at my actual video (which I realized I never uploaded and can be found here) https://youtu.be/87cuwLOHfA4
It looks like my path was 1, 3, 2, 4, 1
603+517+357+685+907 = 3069
These should be the available variations by level with that path:
Persia: 1, 2, 3, 4
Snake: 2, 3, 4
Kobold: 2, 4
Man Head: 0, 1, 4
Waldo: 0, 1, 3, 4
From my testing, Man Head 0 is only 3 frames faster than variation 4 so IIRC I took 4 because it showed up quicker than 0 did when hunting for the level frames.
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I picked up a lot of knowledge about the game when I was running it RTA with Overswarm. It was a fun grind. I learned what the game did with the different levels and lockouts but not necessarily why (at the code level) it was doing it.
This has been fun to see it picked apart and whether or not my TAS is approved it's nice that we'll have a road map for the perfect path systematically.
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This should work and cover all relevant scenarios. Y location and distance probably don't matter outside of a very minor fringe case that wouldn't change the outcome of the rankings (but we can look into it if it happens).
Edit: thanks again for diving into this with me!
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The distance between the scroll and Waldo should not actually matter if we're calculating each one from starting the cursor on 0
There are two scenarios at play here. Either the scroll and Waldo are in the same direction or they're in opposite directions.
Same direction example - Persia 1 variation 1:
Waldo (603) and Scroll (147)
As we move right, we hit the scroll at coordinate 147 and we then continue from 147 to 603. We shouldn't be subtracting these numbers since the total travel distance from the cursor start is 603
Opposite direction example - Persia 1 variation 2:
Waldo (-317) and scroll (171)
The cursor is closer to the scroll so we move 171 right to grab it. At this point Waldo was -317 from 0 but we're not at 0 now, we're at 171 so we have to move -488 from our location (-171 to get back to 0 and -317 to Waldo.) In this instance the total distance traveled is 659 (171+488)