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Beat in 7:54 Minutes!!! The Cutting Room Floor - "Marble Madness II was originally going to be called "Marble Man: Marble Madness II". However, after the game failed during location tests, Atari decided to remove the anthropomorphic marble character and shift the controls from trackballs to joysticks. It still failed location tests, which was attributed to the overwhelming popularity of Street Fighter II, and the game would not see any releases. While a few prototypes floated and footage of both iterations existed, it wasn't until May 2022 that a prototype of the later version was leaked."

Basics

Basically you're a Marble!!! Blue, Red, or Green!!! The game pretty much works like the first game!!! You have to make your way to the goal as fast as you can before the timer runs out!!! There are now enemies, obstacles, 17 Levels, Power ups, And 3 Bonus stages where you're in a pinball stage and have to hit all the pins!!! You get it! ^^ Then you have Flags which give you a certain amount of points considering the value!!! Flags can go up to 4000pts!!! There are also hidden Flags which you are unable to see unless you guide your marble to a yellow pad (Appears in Later levels) or using a power up!!! Lastly the final stage!!! You make your way up to the goal avoiding green and brown goblins throwing rocks at you!!! You only get 3 tries to beat the level!!!

Power Ups

Knobby: Makes your marble Go really Fast!!! Cloak: Turns your marble invisible!!! Heli: Makes your marble fly!!! Crusher: Makes your marble able to destroy certain enemies

NOTE

I recorded this on savestate to get rid of the tutorial messages!!!

nymx: Claiming for judging.
nymx: Setting to "Delayed". Our staff is going to further discuss this situation and see if we can come up with a solution for accepting.
nymx: Recent developments have complicated this submission...so I'm passing it on to a senior member to handle.
Samsara: Hi, I'm a senior member! Judging!
Samsara: Dropping due to personal life events preventing me from being able to judge anything with a clear mind.
Darkman425: I can probably sort this one out. Let me take a crack at judging this.
Darkman425: I got the clear to handle a certain hurdle of this submission.
Okay, so this required some fixing with the "starts from save state" warning. The main problem was that there's no way to verify the save state is legitimate. Thankfully, there's a way to instead have this anchored to SRAM/non-volatile RAM instead that can be verified.
First, an input has to be made where the Service Menu DIP switch is ON. From this input, the tutorial messages are turned off. The input file can be checked here along with more detailed info on what specifically was changed: UserFiles/Info/638348938146881792
After playing the verification movie, the Service Menu DIP switch is switched OFF and the core is reset. This generates an SRAM that skips the tutorial message. Then a quick dummy movie was made starting from this SRAM state and saved. I then transplanted Jack Retro's inputs from the original submission file's inputs and most of the header info into this dummy movie to now have a resynced input file. This does mean losing the saved high scores from the save state but makes for a verifiable input file.
I say mostly since there were a few desyncs due to RNG some things. Most notably, the resync actually earned less score somehow so inputs for a few empty frames had to be added or removed to play back correctly. Reaching certain scores adds more time which counts down after certain stages. Also, I did cut out blank input at the end so that it stops when the initials are entered, reflecting the actual time of the TAS correctly. This verifiable input file has replaced the old one.
Now that this is all cleared up, I'll resume normal judging for optimization checks.
Darkman425: Hello, Jack-Retro, and welcome to TASVideos!
At first glance this submission seems pretty well optimized, beating the current RTA world record by an impressive amount. There's a few clever skips and shortcuts as well.
Unfortunately when looking over the inputs and watching closely, this is clearly a TAS done in real time with save states and slowdowns. The biggest tell is the inputs as the dash button isn't pressed as often as possible and some movement didn't seem as tight as it should be to get around areas. Even outside of that, this submission misses a key trick that's told by the game's tutorial message: breaking stun by rapid firing the dash button. Specifically, when getting stunned by falling or hitting certain enemies can be ended quicker by pressing the dash button 20 times a second (1 on, 2 off) a certain amount depending on the level of impact. This is done in the RTA records and lets the player dash again as soon as possible which let them do some bits faster than this submission.
With some testing I managed to save 327 frames in the first 5 levels by more carefully placing inputs with TAStudio. I optimized turns here and there, took some more minor skips that can be seen in RTA records, maintained momentum by reducing unnecessary turning, and skipping an unnecessary power up in Icebox. Overall I found enough small time saves in all of the levels I checked and I suspect there's more possible that add up. You don't necessarily have to use TAStudio to save all that time but this needs another optimization pass to get something more acceptable.
Rejecting for optimization issues. I do hope you come back to this and make an even faster submission as what is here makes for a pretty good baseline to beat.


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Jack-Retro wrote:
OtakuTAS wrote:
nymx wrote:
Ok...so the deal is, OtakuTAS has figured out how to change the settings, via the input file.
Just for future reference incase anybody else TASes an Atari game, I had to: A) In a non-TAStudio environment that allowed me to adjust the manual dipswitches in the BizHawk settings, activate the service mode in the BizHawk GUI B) Open TAStudio with the setting still set C) Set the settings in the game's virtual service menu (virtual dipswitches) with TAStudio still open D) In TAStudio, create a second movie using New -> From SaveRAM. This will be a junk movie as we are still stuck in service mode since we can't shut the setting off as the BizHawk settings are greyed out with TAStudio open, but will save our settings to a new movie. Why not just start a new movie non-Save-RAM? Because we need the movie .tasproj to be set up with the necessarily files and designations to expect a SaveRAM file E) In this new blank movie that uses contains our current save RAM, run it for a few frames or whatever and save it. F) Exit TAStudio G) Now able to change the settings again, deactivate the service mode dipswitch in BizHawk's settings. H) Reboot core I) Open TAStudio again and start another new movie from save RAM, which now will be the wrong save RAM because it's clear but that is okay we'll fix that J) Run the movie again for a few frames and save it K) Now we have a movie that is stuck in service mode but has a good save RAM, and a movie that is not stuck in service mode but has a bad save RAM L) Open both .tasproj files in WinRAR and move the good save RAM bin file to the newest .tasproj file. Voila. The file isn't a save state so it's not stuck in service mode and just contains the plain save data from when we were stuck in service mode. This was a pain!
If you could do a tutorial video on this that would be nice. I'm not very good at reading words when It comes to steps. I'm not too advanced in TASing. (Repost because the other one was messed up)
Download the file I linked twice+ above. You can then open BizHawk, go to Tools and open TAStudio. Click file open. Then open the bk2 file. Click a frame number, then click CTRL + A and delete all of it. Then you can click recording mode and do what you want to do.
Published TASes: #1, #2, #3, #4, #5, #6, #7, #8, #9, #10, #11, #12 Please consider voting for me as Rookie TASer Of 2023 - Voting is in December 2023 My rule is quality TASes over quantity TASes... unless I'm bored.
nymx
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Jack-Retro...we do have training videos on our publication site. https://www.youtube.com/@TASVideosChannel
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Inability to use dipswitches on the fly indeed causes a problem for games like this. On actual MAME they are just regular inputs and can be changed at any time, but when implementing them in the hawk port I thought that having a way to set them initially once would be enough. On the other hand if we make them editable on the fly, that opens room for potential crazy abuse like tweaking certain switches every frame to confuse the game. While technically that's a normal part of TASing (just like pressing Left+Right at once on an NES controller), it borders with abusing unintended environment IMO (for example we don't blindly allow passing all command line arguments to a PC game because of things like noclip). So I'm not sure how to solve it in the neatest way going forward. Allowing it to be pre-configured before running the movie feels acceptable at least, if no gameplay has been completed during the preparation. I wouldn't even make such movies as save-anchored via movie tags.
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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feos wrote:
Inability to use dipswitches on the fly indeed causes a problem for games like this. On actual MAME they are just regular inputs and can be changed at any time, but when implementing them in the hawk port I thought that having a way to set them initially once would be enough. On the other hand if we make them editable on the fly, that opens room for potential crazy abuse like tweaking certain switches every frame to confuse the game. While technically that's a normal part of TASing (just like pressing Left+Right at once on an NES controller), it borders with abusing unintended environment IMO (for example we don't blindly allow passing all command line arguments to a PC game because of things like noclip). So I'm not sure how to solve it in the neatest way going forward. Allowing it to be pre-configured before running the movie feels acceptable at least, if no gameplay has been completed during the preparation. I wouldn't even make such movies as save-anchored via movie tags.
Having worked in the industry and owning over 150 arcade cabinets, a majority of the games don't read them again until the game is restarted. You can mess with them all you want and they won't do anything. This coincidentally helps your abuse concern. However, this also means we need a hard reset column in TAStudio. Or maybe just combine the TAStudio input for dipswitches with a reset, even if you're changing multiple it doesn't hurt to have the reset be spammed as a result. That way it causes the reset needed, and even on the 1% of games that will react to changes with the power on/"on the fly", then it's a safeguard because you are forcing a reset with every dipswitch input.
Published TASes: #1, #2, #3, #4, #5, #6, #7, #8, #9, #10, #11, #12 Please consider voting for me as Rookie TASer Of 2023 - Voting is in December 2023 My rule is quality TASes over quantity TASes... unless I'm bored.
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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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I've been quietly watching this submission (and the previous cancelled one) so I'll add my thoughts. Putting aside the issues related to the savestate usage and all of the fallout related to that, the main thing I've been focusing on is the level of optimization, which I don't quite thing is up to snuff. From what I've gathered both from this thread and from talking to nymx, the TAS was made using RTA controller input and moderate slowdown, and the TAS only took about an hour to make with a few sections that "could have been done better". While I will say that this is extremely impressive RTA work, it is still RTA work, and thus I hypothesize it's possible to save time all throughout the course of the run. Link to video User movie #638288223576444179 I put this together while the first submission was still on the workbench and only just now got around to tightening it up a bit and uploading. It was done from power-on without reference to either submission, so all the tutorial messages are there and the routing could likely be improved, but in pure gameplay it's 3 seconds of IGT faster across the first three levels. The thing is with TASing is that you have all the time in the world to make a TAS, and all the time in the world to perfect it. The thought of "I could've done this better" shouldn't be crossing your mind for something that, by your own admission, is not taking you very long to make at all. You can always just go back and do it better right then and there. While a TAS doesn't have to be strictly perfect, the idea is that someone shouldn't be able to come along and easily save time. You clearly know a lot about this game, likely much more so than anyone else on the site combined, so it seems reasonable to me that if you sat down for a couple days or even weeks and really polished up this run, it would be light years ahead of anything even the veterans here could produce. I'll have to study the run in full to see whether or not my hypothesis is actually accurate, and in the meantime the staff can keep discussing the savestate usage and/or explore the given solution, just without the co-authorship demand. Hopefully this shouldn't take too long, though I will admit my focuses have been elsewhere lately, so I apologize if it does end up taking a bit more time.
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