Introduction

Chuckie Egg is a platform game from 1983, which describes itself as a "Game of Skill", the premise is straightforward - each of the 8 level layouts contain a dozen eggs, which you need to collect all 12 to advance, each loop increases* the difficulty,

Game objectives

  • Emulator used: BizHawk 2.9.1
  • 128K was used.
  • Complete 40 Levels (5 Loops) as fast as possible.
  • Abuses programming errors

Platform choice

Chuckie Egg was released on many platforms at the time, my dad had a ZX Spectrum at the time and I probably spent countless hours of my childhood on this game. TinyTim also ran it recently at the BSG Marathon. C64 was a consideration, but I found the audio worse,

40 Levels?

The game (like many at the time), doesn't have a completion criteria, and in an arcade-style, just keeps making the game more difficult to complete.
Levels 1-8 have 2-4 "Chuckies" or ducklings roaming the levels you must avoid - otherwise you lose a life. The Chuckies each have a fixed route they follow.
Levels 9-16 have the "Mother Duck" as an enemy that homes in on you, in a speedrun sense these levels are the easiest as you have some degree of control over where the duck goes, making it fairly easy to avoid.
Levels 17-24 have both at the same time.
Levels 25-32 increases the Chuckies to 5 per stage.
Levels 33-40 increases the speed of the Chuckies.
Level 41 onwards repeat level 33-40 but decrease the time limit per stage, this bottoms out at level 80 at 400s per stage. This would mean the TAS would just be repeating almost the same inputs (varying for lag etc) for any remaining levels. The game only shows 2 digits for the levels so e.g. level 100 will show as level 00, 101 as 01. After level 256, the game will complete reset back to level 1 (byte overflow).
So completing level 40 seems the most logical place to stop, as there is nothing else to see from that point on. Also, we have 63 lives at the end of the movie (despite only 6 hats showing), so losing them to get on the high score table would take quite some time.

General Strategies

Jumping into floors

The collision in this game can be a bit wonky. Depending on your position you can jump almost as if the floor tiles don't exist. This allows for some strategies that look like they shouldn't work. There are cases where we use another part of the floor acting as a "wall" to bounce us back to where we want to be.

Grabbing ladders from below

As long as you're touching the centre of the ladder you can grab it, this means you can grab onto a ladder from underneath the floor. The first instance of this is in Level 3.

Abusing the collision code

I'm not sure about the exact details, but there are times where we should die from colliding with a Chuckie or the Duck, but do not. One example happens in level 7 where we just walk straight through the right-most Chuckie as if it doesn't exist.

Standing around when waiting

Whilst there is potential for playing around during times we are waiting (e.g. a lift taking us up, or for a Chuckie or the Duck to get out of the way), you may notice those elements move faster when we aren't moving, so I opt to do nothing (unless avoiding collision)

Stage Frame Timings

LevelStart FrameEnd FrameTotal
165977527930
278428764922
3909010080990
410418116341216
511981131271146
613485144991014
714868161051237
816485184241939
91881419636822
102003820857819
112125822096838
1222498235371039
132393824932994
142533826330992
152673227641909
1628042296351593
173003531005970
183140732364957
1932766337671001
2034169354011232
2135802369681166
2237369383951026
2338796400841288
2440485424231938
2542823440161193
2644417454281011
2745829468401011
2847242484461204
2948848500211173
3050421516391218
3152040533941354
3253795562162421
3356616577391123
3458141591751034
355957660530954
3660933622431310
3762644639141270
3864316654641148
3965865671951330
4067595698242229
ROM SHA1: 03be8e55eb56ca49856b236f38bf81b76f4e57bf

Potential Improvements

  • Maybe +2 would have been a better choice, however, I did try re-syncing on the +2, and at least in the early levels, it was slower. Later on, it may have reduced lag.
  • Early Levels, I found out around level 5 or 6 that going back to improvements to earlier levels required alterations to each level that came after it, either due to lag or non-lag eaten inputs, reminiscent of the long-standing Sonic community quote !quote 1 "I pressed jump and he didn't jump". A lot of the knowledge improvements came with the later levels, so there are some later levels that should be slower, but turn out slightly faster than their equivalent earlier levels. e.g. level 28 is 12 frames faster than level 4, and 28 frames faster than level 20.

CoolHandMike: Claiming for judging.
CoolHandMike: Author makes good use of known tricks and bugs in this Spectrum game. While the game is endless the loops do start repeating at stage 41 so the end point makes sense. Optimization and routing are both well done. Removing "40 levels" goal since this completes the game according to movie rules.
Accepting to Standard.
Congratulations on the nice tas!
Gameplay and tricks resource.
fsvgm777: Processing.


TASVideoAgent
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This topic is for the purpose of discussing #9245: BenInSweden's ZXS Chuckie Egg in 23:13.23
DrD2k9
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Posts: 1086
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As this is an endless game, choosing an appropriate endpoint is necessary. The chosen endpoint seems valid with the last increase in enemy difficulty. As such, the “40 levels” branch name is likely not needed as this will probably be considered a baseline run. That said, if someone were to continue TASing through a later valid endpoint (either the 80th stage where the timer also stops decreasing the allotted time, or at the stage rollover from 256 back to 1), such a run would likely obsolete this run.
Active player (362)
Joined: 12/20/2022
Posts: 38
Location: UK
Instant yes vote. Chuckie Egg is a chaotic game and this run shows things I didn't even think were possible.
GJTASer2018
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Joined: 1/24/2018
Posts: 301
Location: Stafford, NY
Although the run itself looks impressive, I've abstained from voting because of a possible technical concern I noticed in the encode. If you get items (birdseed or eggs) at a quick enough pace after the fourth one both the bonus counter and death timer will stop for a while until a large enough gap occurs between collecting items. This happens throughout the run, but is a little more obvious on the Mother Duck levels. Is the game supposed to work this way, or is there an emulation error here?
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...
Active player (362)
Joined: 12/20/2022
Posts: 38
Location: UK
GJTASer2018 wrote:
Although the run itself looks impressive, I've abstained from voting because of a possible technical concern I noticed in the encode. If you get items (birdseed or eggs) at a quick enough pace after the fourth one both the bonus counter and death timer will stop for a while until a large enough gap occurs between collecting items. This happens throughout the run, but is a little more obvious on the Mother Duck levels. Is the game supposed to work this way, or is there an emulation error here?
It's nothing to do with eggs, or pace. When you collect birdseed, the timer pauses. It's intended.
Player (117)
Joined: 12/17/2018
Posts: 33
GJTASer2018 wrote:
Although the run itself looks impressive, I've abstained from voting because of a possible technical concern I noticed in the encode. If you get items (birdseed or eggs) at a quick enough pace after the fourth one both the bonus counter and death timer will stop for a while until a large enough gap occurs between collecting items. This happens throughout the run, but is a little more obvious on the Mother Duck levels. Is the game supposed to work this way, or is there an emulation error here?
DigitalDuck has explained it already whilst I was looking for TinyTim's explanation at BSG, but worth posting it: https://www.twitch.tv/videos/2223016432?t=04h58m00s For the speedrun, they want points because you will (almost certainly) lose lives and for every 10K points you get an extra life. Obviously, in the TAS we ignore this because losing lives is slow. With lives, one little tidbit I found whilst RAM searching the game, is that before you gain control, the level will show 1 more life than you actually have. i.e. the hats are meant as extra lives, so when you have 0 you are on your last life. But during that short period before gaining control, it shows the total life count.
DrD2k9 wrote:
As this is an endless game, choosing an appropriate endpoint is necessary. The chosen endpoint seems valid with the last increase in enemy difficulty. As such, the “40 levels” branch name is likely not needed as this will probably be considered a baseline run.
Should I edit the submission for this, or wait for whoever judges it?
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. ---- [6143] ZXS Chuckie Egg by BenInSweden in 23:13.23