FractalFusion's H.E.R.O. in just under 10 minutes. Some people requested a TAS of this game, so I gladly made one.
Emulator: BizHawk v1.4.0
ROM Name: H.E.R.O.# A2600.A26
SHA1: 282F94817401E3725C622B73A0C05685CE761783

Goals

  • Play through levels 1-20.
  • No death.
  • Ignore delays caused by bonuses at end of level.
  • Aim for fastest time.
  • Aim for highest score (without sacrificing fastest time).

About the game

H.E.R.O. (backronymed as "Helicopter Emergency Rescue Operation" but that is not a subtitle for the title of this game) is a rare fast-paced platformer on the Atari 2600. The plot can be summed up as such: Get to the end of the level to rescue the miner. It's not rocket science.
You are given a flying device of some kind, and sticks of dynamite to blow up walls. Of course, the tunnels would not be interesting if it weren't for all the enemies floating around that kill the player with the slightest touch. There are bats, snakes, spiders, "moths", "underground lava rivers", "magma deposits" (solid glowing blocks, for need of a better description), "lava tentacles", and "floor bumps" (little glitchy bumps on the floor that might as well be called "spear traps"). One wonders if anyone really knows what "lava" and "magma" mean. By the way, the "floor bumps" are glitchy in that sometimes they kill you when you run over them, and sometimes not.
Often, there are thin walls blocking the way. They may or may not be glowing blocks. The way past them is to blow them up with dynamite. Dynamite can only be placed by standing on the ground. Doing so gives you a small 75 points. Or you can shoot down the wall, but it takes a long time, and you don't get 75 points from it. The dynamite can kill you, but only if you are close enough to it (and note the vertical displacement that allows one to avoid getting killed by it is extremely small; you can be floating just above it, or just below it, and it won't kill you). You can also shoot some enemies for 50 points each.
The goal of course is to rescue the miner at the end of each level by touching him. Doing so gives you 1000 points, then a number of points equal to level value multiplied by time remaining, then 50 points for each remaining dynamite.
There are 5 modes of play:
  • Mode 1: Normal mode starting from level 1.
  • Mode 2: Normal mode starting from level 5.
  • Mode 3: Normal mode starting from level 9.
  • Mode 4: Normal mode starting from level 13.
  • Mode 5: Random mode with first level being level 17.
In normal mode, after completing level 20, the game repeats levels 13-20 over and over, even though the level name says "LEVEL:PRO" (whatever that means). So, to get all the levels in this TAS, I use Mode 1 and TAS levels 1-20. No new content really exists after that.
This game does have an ending of sorts, by playing until the score is 1000000. Doing so in normal mode would require me to repeat levels 13-20 three times more (240k points each iteration, adding to the 360k from levels 1-20 in this TAS). That would add another 15 or so minutes to the run and be repetitive. Technically, it is even faster to reach 1000000 by playing random mode and manipulating level 20 every time other than the first level. Doing so would repeat level 20 18 times over (56k each iteration, adding to 29k from the first level), would be super repetitive, and most likely would have ugly manipulation waits at the end of each level. It would last about 10-12 minutes.
That being said, I now present some stats about this TAS.

Frame stats

LevelStartLevelFrameEndLevelFrameFrameDifference
1115310195
26581054396
313792036657
423383252914
535304372842
6468357981115
7605474981444
8784293761534
99714114941780
1011818136381820
1113958159431985
1216254181541900
1318470204702000
1420782226351853
1522954249261972
1625238270111773
1727334291751841
1829498314421944
1931754336311877
2033950357021752
  • StartLevelFrame is the frame when the level name (e.g. "LEVEL:13") disappears and is replaced by the score.
  • EndLevelFrame is the frame when the miner sprite changes so it looks like he holds up a hand.

Score stats

LevelLevelValueTimeRemainingWallsExplodedEnemiesKilledDynamiteRemainingLevelScoreTotalScore
1207811529352935
2407524445507485
36071363593513420
48067442696020380
59068264777028150
610064591827536425
7120586120901045435
81605761101112056555
92005361501280069355
102405261501468084035
1128050614016150100185
1232051617018620118805
1336050617020300139105
1440052614022950162055
1542050613023100185155
1644053618025670210825
1750053620028950239775
1854050617029300269075
1960052620033650302725
20100054519156375359100
  • LevelScore = LevelValue*TimeRemaining + 75*WallsExploded + 50*EnemiesKilled + 50*DynamiteRemaining + 1000.
Note that level 9 has 15 enemies killed, even though upon inspection, it looks like only 14 are killed. The anomaly appears when blowing up the fourth wall, when 125 points are granted upon explosion. Maybe it killed a "floor bump"?

Flying physics

It seems that the player has a fly startup gauge, where pressing up does not immediately make him fly up, but it has to be held for a while. Pressing up is mostly used in this TAS to float (stay at the vertical level).
Flying onto a ledge at the correct height allows the player to start walking on the ledge right away, rather than having to wait to descend. This is used in many places where there is a wall close by to blow up with dynamite, especially in horizontal segments.

Other

The run has potential for frame improvements in a few spots. Flying after planting dynamite instead of backing up is an obvious one, but note that it cannot be done everywhere.
There isn't much else to talk about the run, so enjoy.

Progress Log

DateProgressRerecord countTAS work time (hours)
Feb. 25, 2013Levels 1-716892
Feb. 27Levels 8-1237712
Feb. 28Levels 13-1552661.5
Mar. 2Levels 16-1867481.5
Mar. 6Levels 19-2076951

feos: Accepting for Moons.


TASVideoAgent
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This topic is for the purpose of discussing #3883: FractalFusion's A2600 H.E.R.O. in 09:55.78
Player (203)
Joined: 1/24/2011
Posts: 108
Nice run! I have one question about it: in the levels where you don't use all your bombs, is it possible to waste them in order to avoid that part of the score tally at the end?
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Editor, Expert player (2080)
Joined: 6/15/2005
Posts: 3284
I am aware of the bomb-wasting saving time off the tally but I decided against it. Bomb-wasting would lose a couple frames or so to plant it in the level itself, and I preferred not to let the end level tally affect the optimization of the level itself. So I ignored delays caused by tally screens. Most Sonic TASes do something similar.
Player (203)
Joined: 1/24/2011
Posts: 108
That makes sense, and if it costs frames to plant each bomb, it probably wouldn't be much of a gain anyway. Yes vote from me, BTW.
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
mklip2001
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Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
This is definitely one of the better Atari games. It did get a bit monotonous in the later stages, but the gameplay is still quite good. It must have been really frustrating for real-time players to take the wrong routes and end up without enough dynamite to finish later stages. Yes.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
Nice run! What do you mean by "an ending of sorts", got a picture?
Editor, Expert player (2080)
Joined: 6/15/2005
Posts: 3284
mklip2001 wrote:
It must have been really frustrating for real-time players to take the wrong routes and end up without enough dynamite to finish later stages.
If they only knew that shooting at those walls long enough would destroy them...
Radiant wrote:
What do you mean by "an ending of sorts", got a picture?
Like this: http://www.youtube.com/watch?v=ZGHDD_I3TPw&t=5m28s All it does is replace the score with ! marks, freeze the game, and do the Activision scroll. Pitfall is like that as well (except without ! marks). By the way, I'm not even sure that using death saves time, because of how long it takes to start again. Also, the graphics is a bit glitched so that the timer says "PIIWER" instead of "POWER". Whatever.
Joined: 5/2/2009
Posts: 656
oh my.... <3 I'll vote yes <3 It's awesome
My first language is not English, so please excuse myself if I write something wrong. I'll do my best do write as cleary as I can, so cope with me here =) (ノಥ益ಥ)ノ
nesrocks
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Posts: 4096
Location: Rio, Brazil
At 0:35 was there enough time to get into flight right after dropping the bomb so you could kill that thing without stopping?
negative_seven
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Posts: 103
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I feel that in some levels you could have wasted your PIIWER bar to slow down the points at the end. Yes vote for entertainment though.
nesrocks
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Posts: 4096
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There is no way to waste the power bar. It's just time. Right?
Joined: 5/2/2009
Posts: 656
The bar is your time limit, so no
My first language is not English, so please excuse myself if I write something wrong. I'll do my best do write as cleary as I can, so cope with me here =) (ノಥ益ಥ)ノ
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2343] A2600 H.E.R.O. by FractalFusion in 09:55.78
Editor, Expert player (2080)
Joined: 6/15/2005
Posts: 3284
FODA wrote:
At 0:35 was there enough time to get into flight right after dropping the bomb so you could kill that thing without stopping?
Whenever the player lands to plant a bomb (that is lands by dropping down, not by flying horizontally onto the ledge), it is not possible (as far as I checked) to fly up soon enough before the bomb explodes. There is a delay when trying to fly up. And yes, the POWER bar is just a timer.
nesrocks
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Player (247)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Humm that is an interesting bit of information, I wonder why that would be. Thanks for the clarification!