Submission Text Full Submission Page

Emulator Version:

BizHawk V. 2.3.1

Deaths Taken:

At five points in the run, I die so that I can exit a room faster, since dying puts you back at the spot where you entered the room that you died in.

Goals:

The goal of this TAS is to beat all 3 levels of the game as fast as possible.

Game Description:

Montezuma's Revenge was released in 1984 for several consoles, including the Atari 2600, ColecoVision, and the Commodore 64. In the game, you play as Panama Joe, a brave explorer traveling deep into the ruins of a temple dedicated to the Ancient Aztec ruler Montezuma. The ruins are guarded by monsters, laser gates, and lava, all of which can kill Panama Joe in one hit. The goal of the game is to make it to the treasure room in the bottom left corner of the fortress. Once there, you will have a few seconds to collect treasures before you fall through the floor and advance to the next fortress/level. In total, there are 3 levels in the game, with enemies moving faster as you reach higher difficulty levels.
In the Commodore 64 and Sega Master System versions of this game, you can press both up and down at the end of a ladder to climb in midair, which lets you skip most of the game. However, this glitch does not work on the Atari 2600 version, so you have to go through the levels the intended way here. In each level, the treasure room is blocked by 2 locked doors, so you have to find 2 keys (not including the key needed to escape the starting room) in order to beat the level. However, there are 3 keys scattered throughout the level, meaning you have to choose which 2 of the keys to get and what order to get them in. Additionally, you have to decide which way to go to get to the first key, and which way to go to get from the first key to the second key.
One notable difference between this version of the game and the ColecoVision version of the game is that you can't touch a pole on the right or left-side of the screen to exit the treasure room. Instead, you have to wait for a timer to run out before you can advance to the next room.
I have attached a link to a map of the first level of Montezuma's Revenge for the Atari 2600, so that it's easier to see what options there are for routing in this game. Note that rooms that have a colored wall at the end of them indicate a wall that you cannot pass, and that the all blue room in the bottom left corner is the treasure room. The room you start in is the top center room in the fortress. The page also includes a route for collecting all items in the dungeon, which I ignore since I'm not going for 100%. Below the map is a link to a map of the second level, which in turn has a link on its page to a map of the third level of the game.
Link to the page with the first level map:
Level 1:
In the first room, I jump to grab the vine, since this is faster than going down the ladder. Also of note is the fact that if you fall to the ground in this game, you die, so you always have to climb ladders or vines to land safely on the floor below you. After collecting the key, I die in order to exit the room faster (thanks to Spikestuff for discovering this). I keep moving and eventually reach the laser walls. You can make it through 3 lasers in one cycle, but not 4. As such, I make it through the first three after an opening appears, but for the second one, I need to get through it in 2 cycles, since it involves going through 4 total lasers.
Once I get the second key in my inventory (the third so far including the one used in the first room), I die by falling off the vine. This is done because there is no way to get back up to the platform that I started on without going all the way down, left and back around through 2 other rooms, so dying is faster. In the next room, I cannot jump over the bug in front of me, so I wait for him to move out of the way, climb up the ladder, and then back down to reload the room with him back on the rightside of the room, allowing me to enter the room on the left. The bottom floor of the fortress is all dark, but if you look at the map of the level, you can see what's going on (in casual gameplay, you could get the torch to see here, but that would waste time).
Once I reach the treasure room, I collect as much treasure as I can within the time limit. The only way you lose time here is if you are mid jump when the timer runs out, since you would have to fall a greater distance to start the next level.
Level 2:
Level 2 starts off with the same first room as level 1, although enemies now move faster. From TASing different routes and orders of movement, I was able to determine that the fastest route through level 2 is thus: Go right out of the first room. Get the rightmost key first, then get the key that is one screen left and one screen down from that key. From there, head to the treasure room.
Level 3:
Level 3 was a lot more straight forward to route than level 2. The route I took through the level was: go to the right to exit the first room. Get the rightmost key. Get the key on the last floor of the level, and then go to the treasure room.
For my TAS BK2 file submission, I end input after the last input needed to enter the third treasure room, since at that point I have done all inputs necessary to beat the game. However, in the encode I have of my TAS, I chose to include collecting the treasures in the third treasure room, as a bonus to the viewer.

TASing Process:

One thing that took up a lot of time when making this movie was determining the fastest route through the levels. More specifically, level 2 required a lot of testing to find the best possible route. The laser walls that appeared throughout the levels also made TASing difficult, as I had to be faster than the next upcoming laser wall opening to actually save time. Fortunately, I only go through 2 laser rooms per level, and any time save after the last laser room of a level will be faster even if it isn't fast enough to beat the next laser cycle.


TASVideoAgent
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This topic is for the purpose of discussing #6398: Lobsterzelda's A2600 Montezuma's Revenge in 03:00.55
Spikestuff
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JUMP! 18 frames shaved from ending input. Edit: This TAS achieves 2 Death Abuses. You have 2 and 4 down. This is 1, 3 and 5 as a single gif:
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Lobsterzelda
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Spikestuff wrote:
JUMP! 18 frames shaved from ending input. Edit: This TAS achieves 2 Death Abuses. You have 2 and 4 down. This is 1, 3 and 5 as a single gif:
Lol, I don't know why I always forget to jump at the end of my videos. Btw, thanks for finding the other spot for death abuse. Once I include that, I believe it should be enough to push this game under 3 minutes in length, which is good, since being exactly 3 minutes flat was annoying me.
Lobsterzelda
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Alright, so I included dying in the first room of each level and the jump at the end of the third level to save time in a new movie, which I have uploaded to userfiles here: http://tasvideos.org/userfiles/info/55422944001805692 I have also updated the encoding of my TAS listed in the description, and I have updated my description of each level accordingly. If a judge could replace my submission movie with the userfile movie linked above, I would greatly appreciate it.
nymx
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Wow...finally after all this time, MR gets some attention across so many consoles. Way to go on completing this version! I'm surprised at the Atari 2600 game, it truly shows more difficulty as the game goes on. For Colecovision, it seemed to be barely noticeable from level to level. Well, 3 levels...I can imagine that they had to do something to make it clearly more challenging as it went on. I'm also jealous that you were able to find more deaths than myself and DrD2K9. One of the problems that we had, is that it took a very long time for the death cut scene to complete. Yours seems to be much faster and certainly worth the effort. Aside from the findings of Spikestuff, I think you did a really good job on optimization. As feos put it, the game has limitations and any lack of movement is clearly understandable...due to waiting for disappearing objects. Great job! Welcome aboard, and Yes vote!
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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Is any work planned? This submission is easily rejectable right now.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Lobsterzelda
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feos wrote:
Is any work planned? This submission is easily rejectable right now.
Now that I'm done with TASing Pitfall!, I'm planning to look into improving this run. Assuming that the time I finish with ties with Spikestuff's time, will the person whose movie gets published be determined by which movie is more entertaining? Also, as an aside, I've been considering making an all items play through of this game (by items, I mean the things in the over world outside the treasure rooms, which there is a finite amount of). However, that submission could only be accepted to moons, and while I do find this game entertaining, I'm not sure if other people would find this game entertaining enough for that to be accepted...
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Lobsterzelda wrote:
Now that I'm done with TASing Pitfall!, I'm planning to look into improving this run. Assuming that the time I finish with ties with Spikestuff's time, will the person whose movie gets published be determined by which movie is more entertaining?
Theoretically. But I don't think we allow undefined number of increasingly more entertaining but equally fast submissions to indefinitely obsolete one another. When one movie implements new time-saving techniques, and another just reuses them while trying to be more entertaining, speed competition becomes less meaningful, and it also makes little sense if entertainment value of that branch is low anyway. We only need a tie breaker when 2 equally fast runs are done independently, neither is borrowing techniques from its counterpart, and the only priority difference is entertainment.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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om, nom, nom... *burp*!
Lobsterzelda
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...And into the Gruefood we go!