Game Details

Venture is a fantasy-themed action game released in arcades in 1981 by Exidy. The goal of Venture is to collect treasure from a dungeon as a round smiley-face named Winky. It was released as a launch title for the ColecoVision in 1982 and then ported to the Atari 2600 and Intellivision.
Winky is equipped with a bow and arrow and explores a dungeon with rooms and hallways. The hallways are patrolled by large, tentacled monsters named Hallmonsters, which cannot be killed, injured, or stopped in any way. Once in a room, Winky may kill monsters, avoid traps and gather treasures. If he stays in any room too long, a Hallmonster will enter the room, chase and kill him. In this way, the Hallmonsters serve the same role as "Evil Otto" in the arcade game Berzerk. The more quickly the player finishes each level, the higher their score.
The goal of each room is only to steal the room's treasure. In most rooms, it is possible (though difficult) to steal the treasure without defeating the monsters within. Some rooms have traps that are only sprung when the player picks up the treasure. For instance, in "The Two-Headed Room", two 2-headed ettins appear the moment the player picks up the prize.
Winky dies if he touches a monster or Hallmonster. Dead monsters decay over time and their corpses may block room exits, delaying Winky and possibly allowing the Hallmonster to enter. Shooting a corpse causes it to regress back to its initial death phase. The monsters themselves move in specific patterns but may deviate to chase the player, and the game's AI allows them to dodge the player's shots with varying degrees of "intelligence" (for example, the snakes of "The Serpent Room" are relatively slow to dodge arrows, the trolls of "The Troll Room" are quite adept at evasion).
The game consists of three different dungeon levels with different rooms. After clearing all the rooms in a level the player advances to the next. After three levels the room pattern and monsters repeat, but at a higher speed and with a different set of treasures.
The different dungeons in each level are as follows:
  • Wall Room, Serpent Room, Skeleton Room, Goblin Room
  • Two-Headed Room, Dragon Room, Spider Room, Troll Room
  • Genie Room, Demon Room, Cyclops Room, Bat Room

Effort in TASing

I had no intention of TASing this game, but feos asked me to look at it, after Winslinator submitted it almost 2 years ago. I did discover some optimization issues, but they were hard to hold on to, as future rooms would eat up the gains that I found. Because I had done the Colecovision version, I finally got interested and quickly found that this version was just as hard, with a few differences.
Instead of 10 months on the Coleco version, I spent 2 years looking that this game (on and off). I would periodically try, only to stop after running into issues. Just recently, I decided to buckle down and figure this mess out. Now that I understand what is going on, I was finally able to cut 167 frames over the previous version.
Additionally, there was BOTing performed on specific segments to find out if the inputs could be played with during door transitions. Well, on rare occasions...something would come up, but it wasn't really advantageous...as any time cut would changes things downstream.

Strategies

  • Shooting enemies causes lag. On most cases, the results in 2 frames of lag. On rare occasions, you can get 1 frame.
  • RNG is controlled by movement. Unlike the Colecovision version, RNG doesn't have a lower percentage of being manipulated in the end. As for AI, the further you progress...the more the enemies directly home in on you.
  • Changing direction in this game does not cause delays. With the Colecovision, this was a huge problem and had to be worked around to push optimization.
  • Routing can make the best difference. Moving across a "Level Area" is faster, than inside a room. For instance, the 3rd visited room 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.

Winslinator

First off, I want to thank Winslinator for his work on the previous version. I respect the work that he did on this, as it was very tough to beat; however, I don't wish to convey any disrespect...but this TAS was built from the ground up, to create a brand new movie for accomplishing this new evel of optimization.

Human Comparison

This runner plays the game on the easiest level, but demonstrates the human capabilities quite nicely.

eien86: Claiming for judging.

eien86: In this movie, Nymx, with a little help from Winslinator, improves on the previous movie ([4873] INTV Venture "all treasures" by Winslinator in 05:45.71) by almost three seconds. The movie completes all 9 distinct levels (after which the game apparently simply repeats) with celerity, stealing all treasures in a kleptomaniac frenzy. The movie is sufficiently optimized, even using botting to optimize certain parts.
Accepting to standard

EZGames69: Processing...


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15577
Location: 127.0.0.1
This topic is for the purpose of discussing #9205: nymx & Winslinator's INTV Venture "all treasures" in 05:42.89
Dimon12321
He/Him
Editor, Reviewer, Experienced player (596)
Joined: 4/5/2014
Posts: 1222
Location: Romania
Yes vote. I didn't expect to be sick of Rossini's Guillem Tell by the end of the speedrun.
TASing is like making a film: only the best takes are shown in the final movie.
nymx
He/Him
Editor, Judge, Expert player (2234)
Joined: 11/14/2014
Posts: 932
Location: South Pole, True Land Down Under
Dimon12321 wrote:
I didn't expect to be sick of Rossini's Guillem Tell by the end of the speedrun.
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
Experienced player (928)
Joined: 7/18/2016
Posts: 106
Location: United States
Yess!! Congrats on finishing this project! I figured this was an on-and-off project for you, but part of me was almost worried you had forgotten about it lol. Biggest thing i gotta note here are those routing changes in Level 1, 4, and 7 which were some very nice outside-the-box ideas I would never have thought of. I'm honestly kind of surprised the total amounted to less than 3 seconds of time gain when put altogether but it just goes to show how good of an eye you had in order to spot that. I was able to shave 2 frames of lag off this submission by avoiding the enemy kill in room 3 on Level 9. Here is the updated movie file. I looked into the other enemy kills as well but ran into problems that perhaps nymx could provide more insight on:
  • Level 2: I was able to cancel this kill but faced some very difficult enemy patterns in the next room. I was wondering if manipulating more favorable enemy RNG in the next room was the very reason nymx opted to kill this enemy. If so, then I know it's probably not something worth fiddling around with then!
  • Level 4: I was able to cancel this kill but when I did so, something changed with the treasure hitbox—I had to progress an additional movement step inside of the treasure in order to collect it for some reason. This is just one of the many minute oddities with movement that exist in this game which I still don't understand. Without the kill, I'm leaving the room with a net loss of 6 frames.
  • Level 8: I was unable to cancel this kill.
Also, at 1:30 in the encode, I noticed you bumped the wall rounding the corner there on the overworld map. Just wanted to make sure this was intentional and not something which was overlooked.
nymx
He/Him
Editor, Judge, Expert player (2234)
Joined: 11/14/2014
Posts: 932
Location: South Pole, True Land Down Under
Winslinator wrote:
Yess!! Congrats on finishing this project! I figured this was an on-and-off project for you, but part of me was almost worried you had forgotten about it lol. Biggest thing i gotta note here are those routing changes in Level 1, 4, and 7 which were some very nice outside-the-box ideas I would never have thought of. I'm honestly kind of surprised the total amounted to less than 3 seconds of time gain when put altogether but it just goes to show how good of an eye you had in order to spot that.
Thanks. As you and I both know...this was a weird game and the reaction of it certainly doesn't make sense.
Winslinator wrote:
I was able to shave 2 frames of lag off this submission by avoiding the enemy kill in room 3 on Level 9. Here is the updated movie file. I looked into the other enemy kills as well but ran into problems that perhaps nymx could provide more insight on:
Excellent! I will replace with this and add your name to the submission.
Winslinator wrote:
  • Level 2: I was able to cancel this kill but faced some very difficult enemy patterns in the next room. I was wondering if manipulating more favorable enemy RNG in the next room was the very reason nymx opted to kill this enemy. If so, then I know it's probably not something worth fiddling around with then!
  • Level 4: I was able to cancel this kill but when I did so, something changed with the treasure hitbox—I had to progress an additional movement step inside of the treasure in order to collect it for some reason. This is just one of the many minute oddities with movement that exist in this game which I still don't understand. Without the kill, I'm leaving the room with a net loss of 6 frames.
  • Level 8: I was unable to cancel this kill.
Some of these situations were done for reasons of the upcoming rooms. I needed some way of changing the way the game acted. It was hard. These are the situation that I would walk away from and come back a month later on.
Winslinator wrote:
Also, at 1:30 in the encode, I noticed you bumped the wall rounding the corner there on the overworld map. Just wanted to make sure this was intentional and not something which was overlooked.
I do remember this situation. That bump created a different position, when entering the next room. If I remember, it actually gave me more frames that I didn't expected. If that doesn't make sense, then you know how stupid the mechanics are in this game. I thought the Colecovision was strange. Nope, this one was even more.
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
They/Them
Moderator
Joined: 8/3/2004
Posts: 15577
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [6128] INTV Venture "all treasures" by nymx & Winslinator in 05:42.89