Submission Text Full Submission Page
This the story of a diveman that collects treasure so he can get laid with mermaids... what a tough life

Game objectives

  • Emulator used: BizHawk 1.11.8.1
  • Semi-pacifist version
  • Avoids killing some fish to save time
  • Unofficial game
  • Genre: Action

Comments

This is a TAS of Aquaventure for the Atari 2600. Aquaventure is an unreleased game for the 2600 made in 1983 (according to the build). This game involves a diveman on his quest to collect treasure so he can gave it to some random mermaid while he avoids some random killer fish. CGR Review
This TAS goes through the first 2 loops of the game without killing too many fish, so our hero can collect as much treasure as he can.

Game mechanics

The Loops

You dive through several screens until you find treasure. Then you go back and give the treasure to a mermaid and go to the next stage. You go through several levels until it loops back to the same amount of screens you started originally. Only differences are that colors change, fish change looks and the fish move faster, there really are no other differences. I chose only 2 loops cuz there really isn't that much else to this game, it just gets too repetitive later on.

The Fish

When you come close to a fish, it goes after you and you have 1 of 2 choices: you avoid it (which is what I do most of the run) or kill it, which wastes time. It wastes time because when you kill a fish, a smaller fish will spawn, and it can either kill you, or take a while to be killed, when you're transitioning screens. I only kill and spawn a fish once or twice in the run, because if I wouldn't they would've killed me. I couldn't find a way to fully avoid it while collecting treasure and don't stop moving upwards/downwards, because he moves slower in the first loop in comparison to the 2nd loop which I managed to avoid, so this wastes some frames.

Screen Transitions

As I said, when you transition a screen, fish get automatically killed, and when smaller fish die due to this they take longer to kill. I don't know why this happens, but it wastes time, so I avoid spawning fish as much as possible. However I still kill fish with my shots without wasting time just for entertainment (which isn't really a lot of that in this run).

Other comments

Special Thanks to DwainiumB for posting in the thread. Also thanks to Alyosha for his amazing improvements with the Atari 2600 core in BizHawk. Thanks to Pokota for the temp encode.

Screenshot..?

Sorry no screenshot. Taking screenshots for atari games is very weird and they look blurry as balls when streched (reference the latest atari movie).
Thanks for watching! I hope I can finish some stuff until December.

feos: Judging...
feos: This run, as it is now, can't be accepted, because it completes an arbitrary set of loops. Let's see if it could be.
For Vault, which is the only option for such a run given its feedback, we need a clear end point for endless games, and this game doesn't offer much: it just keeps going through the loops, seemingly increasing the fish speed. And this is how it should be optimally played when aiming for pure speed: one just needs to go to the second screen of each level and instantly go up again, meeting the mermaid. Diving any further is not required, unless one feels like collecting the treasures.
The treasures in this run are also not as clear as Vault rules would wish, because it's an item that is there in every level in basically the same spot every time, it's just getting harder to grab it due to increasing fish speed. But all it gives you is score boost, no reward or official mention in a manual (like in the case of #4591: adelikat's NES Donkey Kong: Original Edition "All Items" in 01:33.83, while for this game, no manual ever existed).
So regarding the first requirement - "Games that loop endlessly can still be defined. The completion point is one where there is no new content, and the game is no longer increasing in difficulty." - we do not know if this game ever stops speeding up the fish, and even then, the gameplay for any% wouldn't get affected by that, as it's just swimming across one screen over and over. If instead of stopping increasing in difficulty the game just wraps around (like Ghosts'n'Goblins does, where after loop 127 enemies start moving backwards and other sorts of absurd stuff happens), that would mean one has to beat 256 loops, with the later ones being heavily glitched. And we don't have such precedents, as it's not an intended point to stop increasing the difficulty, but an occasional and arbitrary one.
The second requirement - "Goal choice criteria must be clear and non-controversial (a clear consensus on what constitutes full-completion or when a game is completed)." - means that if we are to define what this run actually does as "full completion", we can't just decide on a whim that gabbing the only item in the game every level, or swimming across all the screens, is full completion, just because there's no source of authority here: the game doesn't reward you, there's no manual to address that, there's no track kept of what you accomplish, etc. So the possibility for a "full completion" run for this game is also sickly and dingy.
There is yet another Vault requirement - "Unlicensed and homebrew games are eligible but may be judged on a game-by-game basis based on their notability." And this game doesn't seem to be popular or notable from a simple Google or Youtube search.
Given all the above problems, I'm rejecting this run, with no foreseeable chance for this game to ever get accepted in any form.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15535
Location: 127.0.0.1
This topic is for the purpose of discussing #5288: dekutony's A2600 Aquaventure in 03:30.65
Alyosha
He/Him
Editor, Emulator Coder, Expert player (3806)
Joined: 11/30/2014
Posts: 2827
Location: US
Cool more A2600. This run looks pretty good and the graphics are impressive, too bad it's never released. Voting yes!
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
If the game keeps repeating in loops, why do you play 2 loops instead of just 1?
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Experienced player (643)
Joined: 11/23/2013
Posts: 2230
Location: Guatemala
mklip2001 wrote:
If the game keeps repeating in loops, why do you play 2 loops instead of just 1?
For variety. There's different strategies I have to use for the 2nd loop since the fish move faster, and thus it shows a bit more of the game.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Site Admin, Skilled player (1250)
Joined: 4/17/2010
Posts: 11469
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
What is the loop that takes the longest to dive? For a normal human, longer diving is supposed to increase difficulty, which is how we measure the required length for Vault runs.
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.
Joined: 3/9/2009
Posts: 530
First, a lot of things seem incredibly arbitrary, especially any bits of sacrificing time for entertainment when the end result is still dull as hell. Second, from a casual check on Youtube, it looks like there's a glitch that lets you skip stages. Have you looked into that?
Joined: 3/9/2009
Posts: 530
Okay, I actually dug up a copy of the game and checked that second point myself. You can return up whenever you want. As long as you move to the second screen, the mermaid will spawn on the first. You never actually need to collect the treasure, period. It advances you to the next stage whether you do or not. All collecting the treasure does is give you some points. It's entirely optional. As this is categorized now, it's trivial to beat in real time, and I don't think any sort of 100% criteria fit.
TASVideosGrue
They/Them
Joined: 10/1/2008
Posts: 2783
Location: The dark corners of the TASVideos server
om, nom, nom... sweet!
Post subject: Re: #5288: dekutony's A2600 Aquaventure in 03:30.66
Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
TASVideoAgent wrote:
like Ghosts'n'Goblins does, where after loop 127 enemies start moving backwards and other sorts of absurd stuff happens
I'd love to see that! Could you please link a video or something else to demonstrate this?
Site Admin, Skilled player (1250)
Joined: 4/17/2010
Posts: 11469
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
I just tried poking RAM to see what happens, don't even remember the address, but that's the address where the game stores the loop count, and multiplies enemy speeds and other things with that.
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.
Post subject: Re: #5288: dekutony's A2600 Aquaventure in 03:30.66
Player (13)
Joined: 6/17/2006
Posts: 506
TASVideoAgent wrote:
like Ghosts'n'Goblins does, where after loop 127 enemies start moving backwards and other sorts of absurd stuff happens
For arcade or NES? I cannot find any information about this bug.
Site Admin, Skilled player (1250)
Joined: 4/17/2010
Posts: 11469
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
I only checked NES.
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.
Player (13)
Joined: 6/17/2006
Posts: 506
Good to know, thanks a lot feos! :)