Game Details

Anarchy is a puzzle/shooter combo. You run along the passageways of the warehouses shooting blocks (the rebels' supplies), which you can only do from a distance. In the meantime, enemy droids are chasing you. There are 2 types of enemy droids, one which you can shoot and stun temporarily and one which is invulnerable. Both of these chase you around, with the later being faster and more dangerous. Shoot all blocks in a level and then find the exit. In later levels there are yellow blocks, which once shot materialize in different places, thus creating new passageways. Finding which route to take is half the story in Anarchy, the other half being a creepy feeling of claustrophobia as enemy droids are after you and time is running out.

Human Comparison

This was the fastest RTA run that I could find. This runner did decently, but you can tell it was a race against time to complete the harder levels.

Tools

  • BizHawk 2.7.0
  • Two Lua Scripts (Map Creations, Brute-forcing RNG)
  • Excel Spreadsheet (Calculation for generating map block addresses)

Effort in TASing

Because of the intensity I've been through with work and recent TASing projects, I was hoping that Anarchy would have been an easier game to complete. Well, my resistance to running through this quickly turned into another item to complicate my life.
As I started working on this game, I kept discovering small optimizations; thus, starting over at the beginning again. I eventually got frustrated with the "Yellow Block" levels, which I spent a few weeks trying to study the code and memory addresses of the maps. The results were well worth it. I ended up with a lua script for creating maps, an excel spread sheet (to calculate block locations for brute forcing Yellow Block RNG), and a lua script for brute forcing the spawning of the "Yellow Block" locations. Upon creating these new tools...the speed at which I could TAS this game increased significantly. This game presents 16 unique levels. Once complete...it loops around back to the first round again. Since I'm playing this on hardest difficult (fastest acceleration, as the game calls it), the difficult doesn't increase; however, copying the inputs over to repeat this process would eventually fail, due to enemies crossing in your path from RNG differences.

Strategies

Most of this game can be summed up with finding the fastest route possible. This can be complicated a bit by the movement of enemies, which also abide by RNG. Changing RNG is like most other C64 games that use the kernel instruction to get a random value. This value can be changed by pressing any key, pressing the fire button, or moving in a direction...not to mention leaving blank inputs. How this happens, is that the kernel instruction grabs the last digit of the "tick" value, which the aforementioned interrupts will cause the tick value to be different. On the side of difficulty, the levels that have "Yellow Blocks" are the most complicated and time consuming on producing the locations that allow for the fastest route. It is not always possible to get the solution you are looking for, because RNG can repeat the same cycle of spawning over and over. Breaking this cycle means you would have to perform other actions to get it into other repeatable predictions...IE, clearing away blocks or changing RNG a number of frames before the area you are brute forcing...sorta of a frame rule, but not really. By using the maps I created, I was able to generate addresses for my lua script to scan. It basically ran, until it found a change on any addresses that work for my plans.

UPDATE NOTES

While watching the original submission, I (DrD2k9) had a curiosity on movement in one part of the run and briefly discussed it with NYMX. While my original thought wasn't possible, it did get me interested enough in the game to dig deeper into possible improvements. After looking more closely at the first couple Areas, I found some improvements and thus NYMX and I decided to rework this run.
Over the course of redoing the run, we saved a total of 1235 frames through a combination of the following: 1) More efficient movement/box attacks 2) Better Routing in a few places 3) Variations in RNG manipulation which allowed for differences in routing (mostly with the yellow block stages)
We made improvements in every stage. There were no stages that were longer than the previous run.
Most of my input was regarding movement/route improvements with only minor impact to RNG for manipulating enemies. NYMX and his BOT were the powerhouses behind the RNG manipulations necessary for nearly all the yellow block manipulations.
Here's a quick breakdown of the improvements:
StageNotesArea Frames SavedTotal Frames Saved
Game StartWe were able to start a frame earlier than in the original run11
Area 1 Movement/Route Improvements 12 13
Area 2 Movement/Route Improvements 37 50
Area 3 Movement/Route Improvements 103 153
Area 4 Movement/Route Improvements 61 214
Area 5 Movement/Route Improvements 26 240
Area 6 Movement/Route Improvements, Yellow Block RNG Variations 26 266
Area 7 Movement/Route Improvements 50 316
Area 8 Movement/Route Improvements 3 319
Area 9 Movement/Route Improvements, Yellow Block RNG Variations156 475
Area 10 Movement/Route Improvements, Yellow Block RNG Variations 73 548
Area 11 Movement/Route Improvements, Yellow Block RNG Variations 197 745
Area 12 Movement/Route Improvements 102 847
Area 13 Movement/Route Improvements 42 889
Area 14 Movement/Route Improvements, Yellow Block RNG Variations 103 992
Area 15 Movement/Route Improvements, Yellow Block RNG Variations207 1199
Area 16 Movement/Route Improvements, Yellow Block RNG Variations36 1235
Due to the immense impact of RNG on the later stages with Yellow Blocks, it is completely possible that this run could be beaten.
However, any improvements in the run would require another complete redo of the TAS due to RNG changes.

Samsara: Submission set to Delayed at the author's request, pending possible improvements.
slamo: Replaced the movie with a 1236 frame improvement, and judging!
slamo: Good work on this, obviously a lot of optimization effort went into it. Everything looks like it's in order here, accepting.

despoa: Processing...


TASVideoAgent
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This topic is for the purpose of discussing #7328: nymx & DrD2k9's C64 Anarchy in 10:36.16
nymx
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Joined: 11/14/2014
Posts: 933
Location: South Pole, True Land Down Under
Admin or Judge. Can you please set my submission to "Delayed"? DrD2k9 took interest in my submission and wants to review it together to find improvements.
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
nymx
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Joined: 11/14/2014
Posts: 933
Location: South Pole, True Land Down Under
I'm providing an update for this submission to inform that DrD2k9 and I are making progress towards our review. We are currently finished with 9 of 16 rounds.
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
nymx
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Joined: 11/14/2014
Posts: 933
Location: South Pole, True Land Down Under
We are almost at the end of our review. DrD2k9 has handed over his final BK2 file, which takes us half-way through Room 14. The rest is an RNG task for me to finish. It is a matter of days before we will hand over our polished inputs.
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
nymx
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Joined: 11/14/2014
Posts: 933
Location: South Pole, True Land Down Under
Just a quick update... We are halfway through the last room. Almost there.
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
DrD2k9
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Here is an updated .bk2 for this run. Would someone with the power, please update the submission file. Overall 1235 frames were saved over the original run. These resulted from a combination of more efficient movement, different routes, and variations in RNG manipulation. I'll update the preview video and submission notes with slightly more detailed info as soon as I'm able. Updated. This submission is now ready for judging again.
nymx
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Joined: 11/14/2014
Posts: 933
Location: South Pole, True Land Down Under
I can't believe I thought this was going to be an easy game to TAS, back in 2021. LOL I have to say though...I enjoyed this rework. DrD2k9 is the real deal. Where I was concerned more with BOTing RNG to open up routes, he was able to study the movement optimization and produce results that made this TAS way more optimized than i would have expected. Thankfully, I had learned a lot about controlling RNG the first time through. This time, I was able to be more creative with how I automated the appearances of the Yellow Blocks. Having to start over again was very daunting, but I'm feeling a great reward for putting in this extra work. Next time...I'll ask DrD2k9 to judge my TAS privately before submitting! LOL
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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For future reference, I couldn't locate a tape with the correct hash, but this one syncs anyway:
Anarchy (1987)(Hewson)[a4]
SHA1:DD82F076BE0A79CA81904B3FAFB588DE5611CBDF
MD5:09E1B5996B465FC7577950AB41C71171
Editor, Skilled player (1441)
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Posts: 2113
What a strange game. The abstract shapes, color palettes and patterns in the background made it feel really psychedelic. The soundtrack was also quite, let's say, avant garde. I could probably live without it going BRRRRRR every couple of seconds though. That was genuinely quite unpleasant. Anyway, the TAS itself seems neat enough. It's obvious a lot of planning and revision went into the routing, especially considering how it has gone through a second pass. It's sad there's not much more in the way of obviously visible skips and speed strategies, but there's only so much you can do in a game like this. For what it's worth, the gameplay was smooth enough to warrant a Yes Vote. Good work.
nymx
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Joined: 11/14/2014
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scrimpeh wrote:
What a strange game.
Yeah, I decided to TAS this game, because it ended up being one of the 64 games pre-loaded on the C64 Mini/Max versions.
scrimpeh wrote:
I could probably live without it going BRRRRRR every couple of seconds though. That was genuinely quite unpleasant.
LOL The unfortunate side-effects of TASing. When I watch a human play this, it is quite slow with those noises being generated seldomly.
scrimpeh wrote:
Anyway, the TAS itself seems neat enough. It's obvious a lot of planning and revision went into the routing, especially considering how it has gone through a second pass. It's sad there's not much more in the way of obviously visible skips and speed strategies, but there's only so much you can do in a game like this. For what it's worth, the gameplay was smooth enough to warrant a Yes Vote. Good work.
Thanks. I think I speak for DrD2k9 when I say...we believe this game could be optimized for the rest of our lives. It sorta like chess, where a newer idea is required to figure out a faster and more efficiency strategy. Between the two of us, we just can't figure up anything else...mainly because of RNG.
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
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. ---- [4624] C64 Anarchy by nymx & DrD2k9 in 10:36.16