Submission Text Full Submission Page
Warning: This run contains flashing lights.
This has been sitting in my user files for a while now. Figured I would submit it. Worst that can happen is that it gets rejected, right?

Objectives

  • Fastest completion
  • Heavy luck manipulation
  • Completes one maze
  • (Technically) two players
  • Emulator used: BizHawk 2.10 (Stella core)

Notes

Maze Craze is a simple two-player Atari game. In this game, you have to find the exit in a randomly generated maze. This game has a boatload of customizable options, including adding enemies, changing the maze's visibility, or even placing fake walls. It's worth mentioning that you can increase the player's speed, but this takes way too long to do, so it's not done here.
When powering on the game, the game randomly chooses between 16 starting seeds. By adding power inputs during the first few frames of the run, we can choose our starting seed. After this, the seed is updated every frame. When we reset, the game uses that seed to generate a new maze. The objective of this TAS is to generate the shortest possible maze in the fewest amount of frames.
Quoting Deppy
"I reverse-engineered the maze generation algorithm so that we could search for mazes programatically. We found that pressing the power button 8 times at the start gets us to seed 0x0f00. From here, resetting at frame 95 generates a maze with the seed 0x1b05. This maze can be solved in only 23 steps."
The program Deppy used searched for the top 100 shortest mazes and how long it takes to reach them from each possible starting seed. We believe that this is the fastest one. The source code for this program will be available sometime soon.

Additional Notes

The improvement for this submission can be found here. I switched to BizHawk 2.10 with the Stella core because it emulates the loading more accurately. In past TASes, I was able to press reset while the game was generating a maze, which simply isn't possible on actual hardware.
Out of the 65 536 possible mazes that can be generated, only 2 of them have the minimal possible length of 19 steps. These unfortunately take a long time to generate. You could potentially do more resets to generate these mazes faster, but at that point, they're not viable. Doing more than one reset is too slow. If you do want to see this however, I made another movie for fun that you can see here.
It's also worth mentioning that this TAS is slower than RTA runs. In RTA runs, people can just reset until they generate a viable maze, since time starts on first input instead.

Special Thanks

I would like to give a really big special thanks to Deppy. Without her work reverse-engineering the game, this TAS would not have been possible.
Much love,
Walgrey

nymx: Claiming for judging.


TASVideoAgent
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This topic is for the purpose of discussing #9442: Walgrey & Deppy's A2600 Maze Craze in 00:03.85
nymx
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Joined: 11/14/2014
Posts: 955
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Greetings Walgrey. As you have stated, this run is in fact slower than the WR....which can be found here: Link to video. Since this run is so short, I'm extending the opportunity for you to further experiment and see if a faster result can be found. Because the WR times it from the start of the race...we may be looking at a rare situation here that needs to be handled differently. But first...please see if you can find a situation that can be accept without community disagreements. I'm placing this submission on Delayed, pending your response and/or further optimization.
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
Walgrey
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Player (58)
Joined: 10/27/2022
Posts: 11
Location: Canada
Hello! I have a friend who is looking into this run and helping me with it. Will update if anything comes up!
nymx
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Joined: 11/14/2014
Posts: 955
Location: South Pole, True Land Down Under
Walgrey wrote:
Hello! I have a friend who is looking into this run and helping me with it. Will update if anything comes up!
Curious if you have made any progress on this. FYI...we don't typically allow a status of "Delayed" for long periods of time. If we see progress, usually a month is the most we can offer.
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
Walgrey
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Player (58)
Joined: 10/27/2022
Posts: 11
Location: Canada
I've managed to find one small improvement that saved 28 frames over the submission. Shortly after, BizHawk 2.10 released with the Stella core. I realized that Stella is way more accurate with its loading. If you play the game on an actual Atari2600, resetting will cause the game to flash colours and take a longer time to generate a new maze. In my previous Atari2600Hawk TASes, I took advantage of being able to reset multiple times in succession to get a good seed quickly, which simply isn't possible on actual hardware. So I ended up making a TAS that uses the Stella core. The longer loading times meant that you can't advance the seed a lot before losing time. I'm of the personal opinion that the Stella TAS should be used due to its accuracy, but I don't know if that's my decision to make. I asked a friend to look into the game and so far, she managed to find where the maze is stored in RAM and the RNG algorithm. She's still working on it, and it'll unfortunately take a while (likely a month), and there's a possibility that we might not even find anything better. I don't think I've been very successful in making a run that's nearly as fast as the RTA WR and for that I'd like to apologize.
DrD2k9
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Joined: 8/21/2016
Posts: 1102
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nymx wrote:
Greetings Walgrey. As you have stated, this run is in fact slower than the WR....which can be found here: https://youtu.be/k4VwTVoWFlc. Since this run is so short, I'm extending the opportunity for you to further experiment and see if a faster result can be found. Because the WR times it from the start of the race...we may be looking at a rare situation here that needs to be handled differently. But first...please see if you can find a situation that can be accept without community disagreements. I'm placing this submission on Delayed, pending your response and/or further optimization.
Who knows how many resets are necessary (and when they are necessary) to get to that particular maze layout. In my opinion, this is a situation where we shouldn't hold a TASer to beat a human WR when they have different timing procedures. If the human run was timed from power-on instead of race start and had to include however many resets/time delay was necessary to produce that maze, it would likely be slower than this submission.
Walgrey
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Player (58)
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Posts: 11
Location: Canada
Hi! I'd like to apologize for the long wait. I wasn't expecting this to happen. I am happy to report that Deppy and I have found an improvement (although this uses the Stella core and still doesn't beat RTA).
Player (21)
Joined: 1/13/2023
Posts: 61
Location: Poland
Is it even possible for this game to generate a maze like in the BenS7 WR? Maybe the A2600Hawk core could do that, but then it could be an emulation error. Also, can you both share the program that you made?
Walgrey
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Player (58)
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Posts: 11
Location: Canada
BlackWinnerYoshi wrote:
Is it even possible for this game to generate a maze like in the BenS7 WR? Maybe the A2600Hawk core could do that, but then it could be an emulation error. Also, can you both share the program that you made?
I have a user file that does an even shorter maze. Deppy will upload the program to her GitHub soon. I'll update the description when it's ready.
Player (21)
Joined: 1/13/2023
Posts: 61
Location: Poland
Huh, so I guess, even though it takes very long to generate this maze, RTA is just ~2.5 sec, beating WR by ~0.5 sec. Great job for you two!

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