This is using the joystick version of the game. You will need the trackball version AND joystick version in the same folder to run it, as well as the bios in the game's zip folder (ym2413_instruments).
Rampart came out in 1990, being one of the first tower defense games, maybe ever. The game follows a loop of 3 phases - build -> place cannons -> battle -> build, so on and so forth. If you fail to surround a castle with your walls, you are defeated. The game's multiplayer is where it really shines, where the single player has largely been ignored due to its rather extreme difficulty.
The best I've ever seen someone play it, involved completing the game on normal difficulty... with 5 deaths. You see, the game is actually set up for you to die. If you insert another coin, you can restart the current level, except your cannons are stronger. And if you die again, you can get your cannons even stronger (but any death beyond that will not benefit you).
However, this TAS aims to beat the game on its hardest difficulty, without any deaths. This TAS is also a demonstration, as I have never seen anyone complete this mode.
You will first need to play this file, and the flush saveRAM when it's complete to set the game to its hardest difficulty before playing the submitted movie. UserFiles/Info/638472352846723018
To complete a level, you need to destroy enough enemy ships - I assume there's some internal score that counts down every time you destroy a ship, and when it reaches 0, the level is complete.
There are 3 types of ships.
  • Single, white sail. These take 2 hits to kill, and don't have any special abilities.
  • Dark brown ship with double sail. These take 3 hits to kill. If they reach your shores, they will deploy little grunts that will get in the way when you build, and almost guarantee you fail. It's imperative that none of these ships reach the shores.
  • Red ship with 3 sails. These take a whopping 5 shots to kill. They shoot fire cannonballs which leave a burning crater where ever they land, which cannot be placed on for 3 cycles. They are a serious threat and can even completely screw you over - if there's a line of craters between a castle and the edge of the build space, then a wall cannot be built around the castle whatsoever for that build phase.
After the third stage, all ships switch to their darker/edgier versions and require an additional shot to kill.
Stages 1, 2, 3, and 4 are all required, and then you're given an option for your 5th stage, before being forced into the final stage afterward. I intentionally saved an easier stage for my 4th, since it has great building area, necessary to endure the ships' new upgrades.
Aside from that, the game is pretty straightforward. The main strategy is to try and hit "critical mass" as soon as possible. This means surrounding all possible castles and placing as many cannons as possible (surrounding your home castle gives you 2, any other castle gives 1). Eventually, you will massively overpower the enemy forces and make major progress toward the current level's completion. Also, a cannon is reloaded once its ball hits something, so having more cannons is better, to ensure you can basically always fire.
As you get deeper into the game, the stages have less castles, therefore less cannons, and take longer to reach critical mass.
There are actually instances where surrounding a castle is not the best move. The fireball ships can create a direct line of shots that make it literally impossible to surround a castle. This is most notable in the final stage, where there are only 2 castles, and both are close to the edges. There was a build phase where I intentionally didn't surround a castle even though I could have - because if I did, a fireball ship would have destroyed the ground, rendering BOTH castles unable to be saved, therefore making me lose, no matter what.
Very Hard difficulty means more ships spawn every cycle, you need to destroy more, and the spawned ships are usually the more threatening ones. Also, the build timer is shorter, but that doesn't mean much for TAS.
Speaking of building, you're mostly at the mercy of a predetermined list of pieces you will receive. Unlike the SNES release some time later, where you can manipulate your next piece on the fly, you cannot do that with the Arcade version.
The submitted movie file ends input when firing the last cannonball, and will sit in the name screen without typing anything afterward. Alternatively, here's a movie file that will put "NAT" in the name screen. You know, like Nate, but it only has 3 slots, so... UserFiles/Info/638472387214608843
Noteworthy paragraph from youtube description: "I actually got quite deep into a TAS of the GBC version of this game, which is identical in gameplay, but it has more difficulty options - including the elusive "Hardest"(!!!!) difficulty, which isn't even an option in the arcade version. The audio and video of the GBC version is downright awful though, so I abandoned it to start this TAS instead."
The GBC version has an issue where, when too many cannonballs are on screen, your firing cursor becomes invisible. It made TASing it too painful - though surprisingly, "Hardest" difficulty isn't much harder than Very Hard.

eien86: Claiming for judging.

eien86: Rampart is a unique game where puzzle, strategy, and arcade elements mix together in a quest to defend one's fief. In this submission, the author sets the Arcade machine's configuration to the hardest difficulty and then braves through the game without losing a single battle.
I can say without a doubt that this movie can be improved. From RNG manipulation, wall repair routing, cannon shooting, to cannon placement, I can imagine ways to squeeze more frames here and there. This fact notwithstanding, the submission is clearly superhuman and highly optimized. Any attempts at trying to obtain a better result would require some serious effort. Hence this movie meets our optimization standard.
The use of SRAM is necessary for difficulty selection. I consider this difficulty should be the default for this game and deathless to be the fastest way to win. Therefore, the author's chosen label 'Very hard, 1 Coin' seems unnecessary.
Accepting to Standard

despoa: Processing...

eien86: After some research, we found out that the movie desyncs on the latest stable release of Bizhawk (2.9.1), and instead a dev build was used to make this movie. Since submissions must be done on stable BizHawk releases only, this movie cannot be processed at the moment. Accepting it in the first place was my fault since I also used a dev version of Bizhawk to reproduce it, unknowing it would desync on the stable version. For this reason, I am delaying the acceptance of this movie until one of these conditions happen:
1) The movie syncs on the next stable release of BizHawk
2) The author resyncs the current movie on the current stable build and uploads the new movie to user files. This might be the quickest and easiest of the two solutions.

eien86: CasualPokePlayer found out the reason of the desync had to do with the different ways inputs are parsed for the dev and stable versions of the arcade controller. The resynced movies can be found here. I'm updating the submission movie with the resync and re-accepting. Please make sure you use a stable release of BizHawk for your next movie(s)

despoa: Processing...


TASVideoAgent
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This topic is for the purpose of discussing #8968: Natetheman223's Arcade Rampart in 24:05.43
Patashu
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Wow, I can see why humans stand no chance at this game if you basically need to presciently guess where the enemy ships will shoot and what pieces you'll have for that turn. Is there any hope for mankind? What if you played with frame advance but no savestates/rewind, could you ever get a deathless run? Or is it too overtuned?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Natetheman223
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Patashu wrote:
Is there any hope for mankind? What if you played with frame advance but no savestates/rewind, could you ever get a deathless run? Or is it too overtuned?
If you played with frame advance, you might be able to do Easy deathless, but I'd have big doubts about any difficulty higher than that. The final 2 stages are absolutely brutal.
I like 3D Spider-Man games.
GJTASer2018
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Is there any specific advantages to using the joystick version over the trackball one? (Or is it just because MAMEHawk doesn't seem to have proper trackball support right now?)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
EZGames69
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GJTASer2018 wrote:
Is there any specific advantages to using the joystick version over the trackball one? (Or is it just because MAMEHawk doesn't seem to have proper trackball support right now?)
MAMEHawk supports trackball. But uh, it’s extremely not intuitive to work with.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Natetheman223
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GJTASer2018 wrote:
Is there any specific advantages to using the joystick version over the trackball one? (Or is it just because MAMEHawk doesn't seem to have proper trackball support right now?)
It's actually slightly disadvantageous to use the joystick version - the trackball allows you to move the cursor much faster, but it's far harder to actually set up the trackball movements in TAStudio.
I like 3D Spider-Man games.
eien86
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Hi Nate, I've got a burning question. In stage 1 (and perhaps in subsequent stages), wouldn't it be better to place the second set of cannons along the shore for cannon balls to have a shorter flight time? (see pic)
Natetheman223
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eien86 wrote:
In stage 1 (and perhaps in subsequent stages), wouldn't it be better to place the second set of cannons along the shore for cannon balls to have a shorter flight time?
Actually no, because the battle phase will always be the same length, regardless of how quickly you kill the ships. It will only delay if there are still cannonballs in the air when the ceasefire is called, to let them land. edit: unless you mean, putting them close to the edge to shoot more cannonballs per phase, in which case, you may get an extra 2-3 shots. But putting cannons close to the edge introduces the giant risk of a fireball landing between the edge of the land and the cannon, which renders the cannon (and any adjacent cannons/castles) unable to be surrounded.
I like 3D Spider-Man games.
Post subject: reproduction steps
eien86
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Steps to reproduce this movie: 1) Uncompress the contents of rampart.zip, rampart2p.zip and ym2413.zip into a folder 2) Compress the contents of the folder (not the folder itself) into rampart2p.zip 3) If successful, the game hashes (click the lower left icon in bizhawk) should look like this:
Full Name:          Rampart (Joystick, bigger ROMs)
Short Name:         rampart2p
Resolution:         336x240
Aspect Ratio:       4:3
Framerate:          59.92275 (1073741820 / 17918769)
Driver Source File: ../../../../../../mame/src/mame/atari/rampart.cpp

CRC:c96a0fc3 SHA:6e7e242d0afa4714ca31d77ccbf8ee487bbdb1e4 - 136082-1007.2d
CRC:518218d9 SHA:edf1b11579dcfa9a872fa4bd866dc2f95fac767d - 136082-1008.1d
CRC:efa38bef SHA:d38448138134e7a0be2a75c3cd6ab0729da5b83b - 136082-1019.2n
CRC:ec7bc38c SHA:72d4dbb11e92c69cb560bbb39d7bbd5e845b1e4d - 136082-1032.13j
CRC:5c36795f SHA:2f3dcdfd6b04d851aa1082848624687ac0cec9e2 - 136082-1033.13l
CRC:ed2a49bd SHA:b97ee41b7f930ba7b8b113c1b19c7729a5880b1f - 136082-2050.13h
CRC:d4e26d0f SHA:5106549e6d003711bfd390aa2e19e6e5f33f2cf9 - 136082-2051.13kl
CRC:18f82b38 SHA:2ffd43a143396617704ced51da78fec2cf12cced - gal16v8-136082-1000.1j
CRC:74d75d68 SHA:dc3ee765ec48a76af6433026243284437958a39a - gal16v8-136082-1001.4l
CRC:f593401f SHA:fbc258cd389f397a005a522812d412f4ed9bf407 - gal16v8-136082-1002.7k
CRC:bd70bf25 SHA:e89ed789fae0c5776a10bbebc7dda1d85fc79374 - gal16v8-136082-1056.12c
CRC:67bb9705 SHA:65bb31421f1303fce546781a463cc76921e58b25 - gal20v8-136082-1003.8j
CRC:0001ed7d SHA:c16a695361ee17d7508f6fb46854a9189549e3a3 - gal20v8-136082-1004.8m
CRC:0be57615 SHA:bd1f9eef410c78c091d2c925d6275427c77c7ecd - rampart-eeprom.bin
4) Run the verification movie and click File > Save RAM > Flush Save Ram 5) Run the actual movie
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2.9.1 resyncs Main movie: User movie #638485047727827212 Verification movie: User movie #638485050639535877 The verification still seems to produce the same SaveRAM as the main movie's SaveRAM file.
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Ah, Rampart. Ever since looking at the NES version a little, I had wondered what it would look like. The arcade version looks pretty similar to what's on the NES, so cool. The SNES TAS is its own unique set of levels, which is also fun to look at. Anyway, enough preamble. I'll add to the cannon placement discussion. Some enemy ships fire normal cannon balls, while the more threatening ones launch the "sticky fire" shots that prevent building. I'm curious if, despite the HP difference, whether you should prioritize the "sticky fire" ones, so that you have fewer no-build tiles. The normal shots are clearly of much less threat, and presumably TAS speeds are able to keep up in the build phase. Presumably... In addition, wherever you place the cannons, can you shoot your own walls? That should restrict where the "sticky fire" shots go, replacing them with your own normal shots. Granted, you're aiming at yourself rather than enemy ships, and this will require some cursor travel time to then fire at enemy ships. Though, hopefully, with the walls right there next to your cannons, the shot travel time hopefully doesn't get in the way. This strategy will likely lose you a few cannon shots at the enemy, but the idea is a cleaner build phase after. The whole part where you're stuck with what are effectively "tetris pieces" for wall placement, which can't be manipulated so easily, does cause a few problems if you've got some lengthy straight segments you must use. Even if you do prevent the "sticky fire" from landing in bad spots, you still have to fill in those spots, so you'd have a good argument there about keeping cannons away from edges for that reason. That last level looks intense. So, even TAS has to strategize carefully to win? I see why there aren't any human 1CC for this game on this difficulty.
Natetheman223
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FatRatKnight wrote:
stuff
The fireball ships are pretty threatening, but the brown two-sail ships are the real threat and MUST be eliminated before they get too close to your shores. They will deploy little grunt things that move around on your battlefield during the build phase, and guarantee death, period, even for TAS. They can destroy castles, too. You can indeed shoot your own walls, if you must. It might even be a decent idea to shoot a wall you want to rebuild in the next phase, since it won't be able to get fireball'd if it's already destroyed. This would be a better idea to do with the trackball version of the game, since you can move your cursor extremely fast. Yeah, you can't fully brute force the game; you need some strategy. Like I said (or I think I did), placing your cannons too close to the edge runs the risk of the fireballs landing right along the edge, rendering cannons/castles unable to be saved. Unless you know a video of it, I don't think there's any completion of this mode, ever, regardless of coin count.
I like 3D Spider-Man games.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [5905] Arcade Rampart by Natetheman223 in 24:05.43
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Curious, but would the usage of a trackball instead of a joystick in this game make moving the cursor much faster?
Natetheman223
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despoa wrote:
Curious, but would the usage of a trackball instead of a joystick in this game make moving the cursor much faster?
Yes, that's why I've mentioned it twice in the thread.
I like 3D Spider-Man games.