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Temporary notice: This is a C64 game that was completed in ~1:37 but it is currently misidentified because the site does not yet recognize Commodore 64 submissions (...this is sort of not the first time I've caused this problem either, but I digress).
C64anabalt is an official conversion of Canabalt for the Commodore 64 (in cartridge form). Canabalt is the game that defined the endless runner genre and has an awesome soundtrack that was extremely faithfully ported to the C64's SID sound chip. The game controls consist of a single jump button to alter the height of the player's suit-clad character (who runs right for great justice from an unseen terror at an ever increasing pace).
In this TAS, I run right while avoiding any obstacles that might slow the character down until the speed increases to the point that the game hits a killscreen. If I had hit even a single obstacle the speed would have slowed down substantially, but as Aqfaq pointed out the player hit an average running speed of 111 mp/h (180 km/h). The speed increases to a point that high jumps have to be predicted because the landing point isn't even visible on screen. Toward the end I had to specifically manipulate building layouts that were simpler than earlier sections in order to avoid having to slow down. Eventually, the speed increases to the point that strange things start happening such as conspicuously missing chunks of buildings before the game finally hits an impassable killscreen. (Input could be stopped a few frames earlier by not demonstrating various effects on the player after reaching the killscreen such as zipping around the screen and becoming embedded in walls but I think it's better this way; stopping input as soon as you land on the final platform would end input earlier but the player just stops forever and you don't get to see the game over screen.)
Note: The Commodore 64 core of BizHawk is unfinished and is currently not suitable for any purpose, express or implied. Specifically, any attempt to save or load a state will crash or cause a desync, as will stopping the movie, reloading it, and continuing recording. However, if you save a movie with no savestates and then replay it, it will replay perfectly every time. I went to great lengths (including hex editing and even compiling BizHawk from source) to try to find a way to fix the savestate problems to TAS this game correctly, but to no avail. I finally resorted to the same trick ais523 employed when he used the rerecording framework I created in his NetHack "Fastest Death" run - I put the emulator in a virtual machine and used the VM's savestates instead. It worked, although I wouldn't recommend it; I would have greatly preferred figuring out a way to fix the emulator as this solution felt dirty and wasn't particularly efficient. As a consequence the rerecord count of 1 is technically accurate, but the actual attempts on this through my various testing are probably in the low thousands.
But don't let those challenges stop you - go grab the freely-available ROM and give this faithful port of a great game a shot! With any hope, the added exposure of this submission will spur the Commodore 64 core developers for BizHawk into action. :) I hope you enjoy this run.

Noxxa: Added YouTube module.
Noxxa: Claiming for judgment.
Noxxa: Let's start off by saying that this is a nice and well-executed run of a nice game. However, there are a number of issues with it.
First off, the emulator for the system (C64Hawk) is incomplete in multiple ways. Emulation itself is quite incomplete - the game itself is emulated well enough, but the BIOS emulation has a few issues, at least in that it displays just a blue screen, instead of blue text on a darker blue background. It works, but it still obviously would need some work.
As a TASing platform, it also has some big problems, not the least of which being that savestates do not work in the emulator. That is really significant, as savestates are one of the core features of any TAS-capable rerecording emulators. The way dwangoAC made this run using a virtual machine was a creative solution, and it can work as a workaround, but it is still not really a good solution, as was admitted in the submission text. It's a dubious case, but I don't think we are ready yet to approve it as an emulator, considering its current inability to properly create TASes with it.
Next, the run has another issue, which in my opinion is an even bigger factor: its goal choice. The glitch showcased in this run is referred to as a "kill screen" in that it unavoidably turns the game unwinnable. I disagree with this definition however, as unlike most kill screens, there is no preset criteria where it is triggered; this is unlike e.g. Pac-Man's kill screen on the 256th level, Duck Hunt's kill screen on the 100th level, and Donkey Kong's kill screen on whichever level causes its death timer to overflow. In fact, due to the way the glitch is triggered in this game - through running at maximum speed combined with some randomness - it actually is possible to avoid the kill screen entirely through slowing down, which, in my mind, defeats the point of a kill screen. Instead, I'd opt to call this a "crash", as it more unpredictably puts an end to the game. However, "fastest crash" - while it has been done for multiple April Fools' or joke submissions - is not an acceptable category, as it does not constitute finishing the game. It only really shows off how the buildings can glitch out and impede further progress.
I'm rejecting this run for the above reasons.
As to what would make an acceptable category for an endless game like this - I'd be more inclined to think of a "maximum score" run to be the best way to run it, in the same vein as other endless games like Tetris. While the game's distance counter technically does not stop, it does have a maximum distance accounted for by the game, at 99999m. It would take much longer than this short run, so one would have to see if entertainment can be kept up over the course of the run. If it does, it would be great.

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I take it there's no way to manipulate the building generation code to always generate walkable buildings? I mean, it is a one-button game; is that button the only controllable source of randomness?
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Personally, I find glitches like this one almost as entertaining as the game itself. While I understand the reasons for rejecting this, is it possible some kind of category could be created for this sort of thing? I'm thinking along the lines of a known glitch encyclopedia, to document them as a curiousity? TASVideos is likely not the appropriate home for it to begin with but I nonetheless think such a thing should exist...
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Derakon wrote:
I take it there's no way to manipulate the building generation code to always generate walkable buildings? I mean, it is a one-button game; is that button the only controllable source of randomness?
Correct, the jump button is the only way to manipulate what will happen (that I found, anyway). I never manipulated a kill screen that was passable so I instead manipulated the kill screen to happen as early as possible (apparently by causing short buildings to be generated, we now know). It's definitely possible to run into obstacles and cause the speed to reduce to the point that the kill screen happens later or not at all, but that would violate my goal choice of never hitting any obstacles. I'm very happy with the entertainment value of the run as-is and I'm happy to see it at least got Gruefood Delight treatment, though!
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@dwangoAC: I checked in my source-code and the actual speed is stored at $0019 (low-byte) and $001a (high-byte). The speed is stored in pixels/second, and should therefore be maximum 800 (or $320 in hex). Also, although the button is the only input, pressing the button itself (inside the game) does not influence the randomness. I use a 64K and 32K linked random generator, that is seeded at the start of the title screen and updates its value each screen-refresh (as well as during the building contruction in the background for random window layouts). I.e. you can manipulate the randomness by waiting more/less frames before pressing the button and starting the game. But once started, the building layout cannot be manipulated anymore... Regards, Paul
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paulko64 wrote:
Also, although the button is the only input, pressing the button itself (inside the game) does not influence the randomness. I use a 64K and 32K linked random generator, that is seeded at the start of the title screen and updates its value each screen-refresh (as well as during the building contruction in the background for random window layouts). I.e. you can manipulate the randomness by waiting more/less frames before pressing the button and starting the game. But once started, the building layout cannot be manipulated anymore... Paul
But yet it can be! :) By altering what obstacles you hit or don't hit and when you jump the building "after" the one you can currently see can be changed. In my work I saw drastically different outcomes depending on what frames I was jumping on and used this to force more "simple" layouts at the faster speeds (to avoid the running through buildings sections). I'm intrigued by how level generation can still be manipulated, but we'll really have to wait to investigate much further until the emulator core is complete (as can be seen by this TAS being rejected). I can't wait to see the C64 core completed; I confess that I'm interested in taking aim at some of your other fantastic creations as well. :) Thank you again for being willing to join our community and for being willing to share your knowledge of the game.
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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Mmm, that's interesting. The building algorithm depends on your speed, so you can indeed influence randomness by slowing down. However, not sure how the "jump moment" can influence the randomness... Perhaps I included the player y-position in there or something, I don't remember...