Post subject: [C64] Impossible Mission
J
Joined: 9/8/2017
Posts: 6
Game description from a WAY earlier request post:
NFITC1 wrote:
Impossible Mission Not be confused with Mission: Impossible which I frequently did as a kid. This has a rather acrobatic spy running through an underground lair full of rooms searching for pieces to a puzzle which would spell out the villain's control room password. There are robots and balls of death to avoid (all insta-kills) and furniture to search that take various amounts of time to complete. There isn't a lives counter, but you are timed. You start out with 6 hours to finish, but every death takes off 10 minutes of that time. If you run out of time the villain wins (he does something bad, but it doesn't show you what). Thing about this game is that it was, if you can believe this, one of the first video game to use speech synth. It has an SMS port, but it doesn't have the speech that made it famous on the C64.
Hey hey. Here's my first, and I'm hoping a most optimal route (only needed two snoozes and managed to find two right on my path) of Impossible Mission. The goal was to get the shortest time according to the ingame timer, which ended up at 21063 seconds remaining. More realtime speed might be achieved with a few strategic death warps, but each death adds 10 minutes to the end in-game timer. Link to .bk2: http://tasvideos.org/userfiles/info/41609566481934976 Link to video playthrough: http://greywool.com/tas/IM_TAS_21063.html (Loading is done around the 1:45 mark) As said, this is my first attempt at this, please let me know what I've done wrong or what information I need to provide yet.
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Joined: 3/22/2006
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Nice
DrD2k9
He/Him
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Joined: 8/21/2016
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Welcome to the world of C64 TASing.
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Joined: 8/29/2011
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Location: Amsterdam
Well I'd love to see a run of this game! It's heavy on the luck manipulation though, as this is an early example of a procedurally generated maze. So while the movement in this run looks solid, I have no idea if the maze is optimal.
Emulator Coder
Joined: 6/8/2005
Posts: 236
Location: Madison, Wisconsin
I wrote a script that would show on-screen where all the lootable items were in a room: https://www.youtube.com/watch?v=hhUHl4tpNx8 I'll see if I can dig that up and share it here; the memory locations might be valuable at the very least. I imagine the optimal route would account for the following: - placement of puzzle pieces in easy to look locations - robot behavior - number of operations required for puzzle assembly (related: cursor movement time requirement) - placement of the final door Probably too many variables to do it perfectly in reasonable time, but you could probably prioritize the high impact ones.