(Link to video)
Objectives
  • Plays until no further difficulty increase
  • Uses hardest difficulty
  • Heavy luck manipulation
  • Genre: Adventure
Goal
This TAS doesn't just play all the unique stages—it fills in the full treasure list by completing three loops of the game's three unique stages, totaling nine levels. With each loop, the speed of the enemies increases. After Level 9 is once again Level 9, which will repeat indefinitely.
RNG
Unlike many other Intellivision games, RNG in this game is very easy to manipulate. Even the smallest route change while in a room can cause the enemies to have completely different patterns.
Hit detection
Like many other Intellivision games, hit detection in this game is pixel perfect; meaning rather than there being literal hit box around each sprite, the arrangement of pixels comprising the object determines hit detection. In this game specifically, this means the fastest way to touch a treasure and head for the exit is to touch the part of the treasure sprite which projects out the most with the very tip of the arrow on the player sprite.
Attack
The player is equipped with a bow and unlimited arrows. Killing an enemy with it will incur at least 1 frame of lag, so it is used only for entertainment purposes throughout the run, except in the first room of Level 8. That enemy had to be killed because it will run into you on any of the fastest paths to the door. Going around the enemy and not killing it wastes 4 frames but killing it only generates 2 frames of lag. Otherwise, shooting arrows has limited luck manipulation ability.
Stage oddity
On Levels 3, 6, and 9, the second room is entered and the third room is exited slightly earlier than usual due to there being an additional invisible door on the wall adjacent to the true entrance/exit, which the TAS makes use of.

feos: Claiming for judging.
feos: Huge thanks to nymx for a detailed review! Our rule of thumb on optimality is this: a movie is sloppy if it's easy to significantly improve it quickly. That usually means that the farther you get with due optimization, the bigger your improvement is. If your improvements are hard to sustain, and lots of different strategies have to be tested to not lose time overall, the movie is not sloppy. And if it will have to be remade from scratch to ensure the least time loss, indeed it's better to make a new complete movie instead of rejecting this one.
Since the game directly recognizes your 3 loops by giving you 3 rows of treasures (official name for items), it makes sense to consider this movie a full completion, and to call it "all treasures".
Accepting.

despoa: Processing...

TASVideoAgent
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This topic is for the purpose of discussing #7709: Winslinator's INTV Venture "all treasures" in 05:45.71
GJTASer2018
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Stage oddity On Levels 3, 6, and 9, the second room is entered and the third room is exited slightly earlier than usual due to there being an additional invisible door on the wall adjacent to the true entrance/exit, which the TAS makes use of.
Does the RTA community know about that? I can't seem to find that bug documented anywhere else...
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...
nymx
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huh..I've been working on Venture for Coleco for months. I'm still not satisfied with the results. Maybe I should go through it once more and see if it is ready.
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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I have decided that I'm going to review this game...will try to have something within 24 hours of this post.
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
Twisted_Eye
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Great game choice and nice start, but the run is noticeably improvable. Most notable is before the first room of Stage 5 where you wait for a monster to get out of your way, instead of rng manipulating him away at an earlier point. There are other times where you bump into the wall as you're moving, which is always a time loss. Also, the second room of stages 1 4 and 7, the one with the moving walls that you have to wait for--it's faster by over half a second to grab the treasure, turn around, and go around the bottom way, instead of grabbing the treasure, going straight through, and having to sit and wait for the moving wall on the right to get out of your way. The game is simple enough and short enough that being really really precise with your movements to save a frame or two at every opportunity is worth doing, you'd be surprised how much time you could save with the extra polish. I bet this run could be done without shooting a single enemy, for example also, in typing this post, i discovered a glitch where if you enter a room and the smiley face appears on top of an overworld monster for the one frame that it hasn't fully despawned yet, you'll immediately die :(
nymx
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Twisted Eye wrote:
Great game choice and nice start, but the run is noticeably improvable.
Yes, I was starting my review of this submission and noticed a few things during the first Level of rooms. I'm currently in the process of working with Winslinator to get an improved movie file.
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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Reviewing.... I originally thought that I could have gone through Winslinator's inputs and have an updated movie by now, but after my analysis of his work...its going to take a lot longer than I thought. In fact, this is beginning to look like my effort for Coleco's Venture...where I have spent around 10 months so far. To start off, Winslinator has put a decent amount of work into this...as it is fairly hard to get ahead and stay ahead. What I mean by that is...in my efforts to optimize Level 1 (which includes 4 rooms), I was able to peak at 51 frames cut, but ending in 43 frames at the tally screen. There are four things going on, that make this game difficult to optimize: 1. RNG is controlled by movement and shooting. Since shooting can cause lag, it is left over to manage it by moving around the screen to get the AI to behave differently. 2. Exiting / Enter rooms. The game buffers inputs, up to a certain point. Because of this, your passage through the doors can hurt or help optimization. 3. Changing direction in this game is completely different, than that of the Coleco version. This version can turn and immediately make movement. Coleco, has a delay of about 10 frames before movement can occur. 4. Routing can make the best difference. Moving across a "Level Area" is faster, than inside a room. For instance, Room 3 of Level 1 can be entered from the left or right side; however, it takes more time to go from the left side to the right side of the room, if you have entered from the left. Even though I was able to find frames, Winslinator's work is very strong. As I started Level 2, I was slowly loosing more and more frames, that I previously found. Once I noticed this problem, I decided to drop out for now and make a co-authored submission later..once I've figured out the problem. In conclusion, this game operates very similar to that of Coleco (as it should, since it appears Coleco ported it over to Intellivision)...where you must complete all Nine Levels. At that point, Even though unique content is demonstrated for Levels 1 through 3, Winslinator completes the game for all treasures up to the highest Level...9. Either way, this is enough to satisfy the rules. However!!! As you progress through each level, RNG has a smaller percentage of changing the enemies behavior, as AI becomes stronger and stronger. Once Level 9 is completed, it repeats over and over on that level.
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. ---- [4873] INTV Venture "all treasures" by Winslinator in 05:45.71