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DrD2k9
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Lobsterzelda wrote:
I would also like to clarify why I have a separate question for entertainment and what tier a movie belongs in, since some may think that this is redundant. With certain movies, a user may not find them to be personally entertaining, but may still be so impressed by the TAS (or entertained with the background work that went into making the TAS) that the user may want the movie to be in moons or stars tier despite not being particularly entertained by watching the TAS.
The reason most would consider your latter two questions redundant is because, the very difference between vault and moon tier is based on entertainment....not impressiveness of the TAS technical level. Vault is the appropriate landing place for runs that aren't entertaining even when they possess technically impressive achievements. As others have mentioned before (Warp is commonly one of them) a run being accepted to vault should not be looked at as a negative thing. Unfortunately, many in the community seem to treat the Vault as a collection place for 'bad' TASes. This isn't the case. The vault is the landing place for unentertaining TASes whether they are technically impressive or not. Bad TASes don't get accepted to begin with. If someone is claiming that they didn't find a particular run entertaining but then say it should be published to a tier other than the vault, that individual doesn't understand that the site's tier system is first and foremost entertainment based.
Post subject: Workbench Poll: Question/Suggestion
DrD2k9
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The Problem It has been brought up a few times recently (roughly in the last year or so) that the workbench entertainment polls can be (and in some cases are) essentially ignored by a judge when determining publication tier, especially if explanation/content in the thread itself is contrary to the poll results. There are even times that the poll may be essentially ignored simply because there is little to no discussion in the forum at all. Side Note 1: We need to stop equating lack of interest with low entertainment. Just because a movie is sparsely viewed or commented on, doesn't mean that the movie itself is not entertaining to those who do chose to watch it. Basically this means that a poll vote which is not also explained in the forum thread holds little to no value. This essentially makes the polling a (mostly) futile feature of the site in the first place. If the thread trumps the poll anyway, why not just eliminate the poll and rely solely on thread comments? The primary problem with this approach is that it allows for ignoring the held opinions of some simply because they chose not to explain their viewpoint via words in the forum thread. It's as if we reward explained opinion more than held opinion; but all opinions are equally valid. Side note 2: I'm not trying to say discussion of opinions isn't also valuable. Discussion can absolutely help to understand or even change opinions, but lack of discussion shouldn't be used to diminish the value of someones held opinion. It is my understanding that the poll is treated this way, at least in part, due to the ambiguity of the results; this ambiguity stemming from the fact that some users answer the question regarding degree of entertainment, while others answer the question as if the movie in question should be published or not. I'm aware that various suggestions have been made regarding changing the poll question/answers. I'm not going to pretend that I remember all of them, nor do I have time to go searching through the forums for all the various suggestions. That acknowledged, I apologize if the following has been asked/suggested before. Two Suggestions/Questions 1) Should the poll be outright eliminated given its minimal value that can be relatively easily trumped by comments? (I do not support this approach!) 2) Would it be possible to make the workbench poll a two-question response that attempts to answer both aspects of how the current question is treated? Essentially have two questions that need answered to submit a poll vote:
1) Should this movie be published (does it adhere to the rules as you understand them)?  
          Yes
          No
2) If published, in which tier should it be published?
          Moons
          Vault
          I Don't Care
This approach would yield a better understanding of how/why people are voting the way they are on submissions (regardless of whether or not they choose to comment with text in the discussion). This would restore greater value to the the results themselves and the whole endeavor of polling the workbench submissions in the first place. It would eliminate the ambiguity (as described above) of the current poll: The first question obviously answers whether or not the viewer feels the movie if valid for publication. The second question establishes the degree of entertainment value in the movie. Side Note 3: I did not include Star tier in the second question as it's an individually curated (while open to suggestion) tier. I suppose it could be included in the poll, but I wouldn't recommend it. Implementation (At least for the second suggestion) If this would indeed be an approach desirable to the community...How difficult would it be to implement this on the site? I recognize that the coding for the workbench polls would need changed. The submission list page shouldn't need much change as it could maintain the vote percentages (using much the same calculation as is currently utilized) by the following variable conversions:
(old question answers) = (new question answers)
Yes  =  Moons
No  =  Vault
Meh  =  I Don't Care
This would still offer 3 entertainment level choices in the poll while yielding a general % entertainment value that would theoretically be more accurate than results generated by the current polling method. What are people's thoughts on this? Note to site staff/moderators: I realize this may have been better categorized under Site -> Open Forum: Feature Requests, but I made a new topic in hopes of obtaining more attention/feedback. If it absolutely needs moved/merged, please do so.
DrD2k9
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Warp wrote:
Super Mario Bros 3, and Morimoto's original run of it, arguably started the whole tool-assisted speedrun phenomenon and community. It can be argued to be the first one, the one that kickstarted the whole hobby. The original run caught the attention of a relatively large public because of how marvelous it looked. (Back then Morimoto did not make it at all clear that it was created with tool-assistance, in an emulator using slowdown and savestates, and many people mistakenly thought it had been played in real-time and felt deceived and disillusioned when it was "revealed" that it was made with an emulator, not in real-time. This hurt the reputation of TASes, which were deemed as "cheating" by many (including many unassisted speedrunners.) However, years of hard work fixed this reputation, and TASing has been considered a legitimate separate independent and appreciated branch of speedrunning for quite a long time.) It spawned an entire community around a hobby, and has resulted in extraordinary runs that continue to marvel people all around. But now it has been reduced to this. What was once a marvelous show of extraordinary superhuman gameplay, with the player seemingly achieving superhuman feats that are essentially impossible for mere mortals... is now but just an ending screen, and that's it. This is what the grandfather of TASing, the precursor, the originator, has been reduced to. Just an ending screen. There's nothing to see in this run anymore but just that. No gameplay, no marvelous superhuman feats, no extraordinary maneuvers, nothing. Just an ending screen. For this to be done to the original one, of all. I would be lying if I said that I'm not deeply disappointed. What a disgrace. I must confess that my passion for following TASing is getting worryingly low. Game after game is being broken more and more, until there's nothing left of what made TASing so marvelous in the beginning. TASes are becoming boring. It's like taking something beautiful and extraordinary to watch, a marvelous piece of art, and hammering it into a minuscule boring cube of trash that has nothing interesting to it. When the most "interesting" part of a TAS is reading a miles-long wall-wall-of-text technical description, something has gone horribly wrong. Meh.
Just as there's nothing preventing others from making TASes that you find boring, nothing is preventing you from making TASes that you find entertaining. But you seem to only want to whine and complain that the entire community doesn't follow lockstep with your opinions. Regarding calling this submission "a disgrace" simply because you personally don't like it: You're welcome to your opinion; but allow the rest of us the same concession, and let us have our own opinions. Once you've expressed your opinion, you don't have to keep repeating it every time someone else shares an opposing opinion just so your echoed opinion is the last one in the thread. Managing to speak last doesn't make your opinion any more valid than anyone else's. Regarding comparing this run to Morimoto's original and using that work as a point of complaint: For all you know Morimoto himself may have found this submission to be an absolutely amazing achievement and may have found it very entertaining....or he may (like you) have found it boring. Regardless of how entertaining he found the run, I'd dare to suggest that he'd be impressed by how far our community has managed to develop his concept and the achievements that have been made all stemming from a video he posted. If you want to see more entertaining runs submitted and published, get to work. (Unless you're currently banned from submitting for some reason of which I'm unaware) No one has prevented you from submitting for the past 11 years. TL:DR If you want more control about what ends up on the site, you have options: 1) Want more entertaining runs published? Make more entertaining runs. 2) Join the staff and change the rules.
DrD2k9
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I'm really curious about this glitch/feature so just in case it helps anything... 1)The manual says nothing about the Player 2 controller. 2) I did a bit more testing on the code at $E70D that reads 0x0017. The following code snippets are traces of $E70D and following being executed. The code is executed every frame that Scrooge is in free-fall, not just when screen transitions are happening or when he's falling through non-death gaps.
f570    $E70B:A5 17     LDA $0017 = #$00                             A:04 X:00 Y:00 S:BD P:nvUbdIzc 
f570    $E70D:29 08     AND #$08                                     A:00 X:00 Y:00 S:BD P:nvUbdIZc 
f570    $E70F:D0 07     BNE $E718                                    A:00 X:00 Y:00 S:BD P:nvUbdIZc 
f570    $E711:AD 40 06  LDA $0640 = #$9B                             A:00 X:00 Y:00 S:BD P:nvUbdIZc 
f570    $E714:C9 E0     CMP #$E0                                     A:9B X:00 Y:00 S:BD P:NvUbdIzc 
f570    $E716:B0 01     BCS $E719                                    A:9B X:00 Y:00 S:BD P:NvUbdIzc 
f570    $E718:60        RTS (from $E354) --------------------------- A:9B X:00 Y:00 S:BD P:NvUbdIzc 
f570    $DB6F:A5 6C     LDA $006C = #$00                             A:9B X:00 Y:00 S:BF P:NvUbdIzc 
f570    $DB71:D0 36     BNE $DBA9                                    A:00 X:00 Y:00 S:BF P:nvUbdIZc 
f570    $DB73:A9 06     LDA #$06                                     A:00 X:00 Y:00 S:BF P:nvUbdIZc 
f570    $DB75:20 DE FF  JSR $FFDE                                    A:06 X:00 Y:00 S:BF P:nvUbdIzc 
f570    $FFDE:85 E7     STA $00E7 = #$06                             A:06 X:00 Y:00 S:BD P:nvUbdIzc 
f570    $FFE0:AA        TAX                                          A:06 X:00 Y:00 S:BD P:nvUbdIzc 
f570    $FFE1:9D E5 FF  STA $FFE5,X @ $FFEB = #$06                   A:06 X:06 Y:00 S:BD P:nvUbdIzc 
f570    $FFE4:60        RTS (from $FFDE) --------------------------- A:06 X:06 Y:00 S:BD P:nvUbdIzc 
f570    $DB78:20 00 80  JSR $8000                                    A:06 X:06 Y:00 S:BF P:nvUbdIzc
f573    $E70B:A5 17     LDA $0017 = #$08                             A:04 X:00 Y:00 S:BD P:nvUbdIzc 
f573    $E70D:29 08     AND #$08                                     A:08 X:00 Y:00 S:BD P:nvUbdIzc 
f573    $E70F:D0 07     BNE $E718                                    A:08 X:00 Y:00 S:BD P:nvUbdIzc 
f573    $E718:60        RTS (from $E354) --------------------------- A:08 X:00 Y:00 S:BD P:nvUbdIzc 
f573    $DB6F:A5 6C     LDA $006C = #$00                             A:08 X:00 Y:00 S:BF P:nvUbdIzc 
f573    $DB71:D0 36     BNE $DBA9                                    A:00 X:00 Y:00 S:BF P:nvUbdIZc 
f573    $DB73:A9 06     LDA #$06                                     A:00 X:00 Y:00 S:BF P:nvUbdIZc 
f573    $DB75:20 DE FF  JSR $FFDE                                    A:06 X:00 Y:00 S:BF P:nvUbdIzc 
f573    $FFDE:85 E7     STA $00E7 = #$06                             A:06 X:00 Y:00 S:BD P:nvUbdIzc 
f573    $FFE0:AA        TAX                                          A:06 X:00 Y:00 S:BD P:nvUbdIzc 
f573    $FFE1:9D E5 FF  STA $FFE5,X @ $FFEB = #$06                   A:06 X:06 Y:00 S:BD P:nvUbdIzc 
f573    $FFE4:60        RTS (from $FFDE) --------------------------- A:06 X:06 Y:00 S:BD P:nvUbdIzc 
f573    $DB78:20 00 80  JSR $8000                                    A:06 X:06 Y:00 S:BF P:nvUbdIzc
Both these tests were done with no ground gaps visible on screen during a jump. The code is not executed while Scrooge is in the rising portion of the jump, but triggers as soon as he starts his descent. 0x0640 is Scrooge's position on screen. When falling in a death pit, he dies when 0x0640 is approximately equal to a hex value of D9. Thus he never gets to the value of E0 needed to trigger the code here:
f570    $E714:C9 E0     CMP #$E0                                     A:9B X:00 Y:00 S:BD P:NvUbdIzc 
f570    $E716:B0 01     BCS $E719                                    A:9B X:00 Y:00 S:BD P:NvUbdIzc 
This makes me wonder if the death pits have a hitbox of sorts. If so, i'm curious if finding a way to clip through a normal floor would allow for this P2 UP thing to skip other areas of the game because the clip through the floor may not hit a death-gap hitbox. Ultimately the main thing that holding UP on controller 2 does with this above code is skip the portion that looks to see if Scrooge is crossing the bottom limit for a screen transition. The reason he appears at the top seems to be a simple RAM rollover from 255 to 0. It still seems to me an odd thing to have intentionally coded only for these non-death gap situations. Based on all this, it seems quite different than the gravity altering of MM3 mentioned above. Another interesting thing I discovered while testing this: If there is a ledge at the top of the screen where Scrooge reappears after falling through the floor, Scrooge can jump back up out of the bottom of the screen and out of the pit (again, likely just RAM rollover from 0 to 255). If he enters the free-fall portion of the jump while below E0 threshold, he'll immediately trigger the screen transition (assuming UP has been released on P2 controller). The transition will not occur while he's rising up out of the pit as the code at $E70D won't be executed until Scrooge is in free-fall. I haven't had a chance to look through a complete disassembly of the code to see if any other reads of P2 controller happen. EDIT: Another minor bit of info. Cheating in a higher screen Y-position value into $E715 causes screen transitions to occur when Scrooge is higher from the bottom of the screen. Too high of a value can cause weird effects.
DrD2k9
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MESHUGGAH wrote:
1. Requires a vine on the bottom of the screen If there is no vine on the bottom, you just die. Examples: Amazon 1st row last screen, climbing down to lowest row. Moon 2nd screen: https://imgur.com/a/jIkJy62 It doesn't matters if you climbed and jumped off from a vine previously.
A rope/vine does not have to be on screen. I just tested in the Himalayas in the long multi-screen drop by freezing the value at 0x0017 (p2 up press), and it appears to work for any pit that would otherwise scroll the screen down. In other words any pit that simply isn't a death pit. The following is 13 ticks of the in-game timer, and I didn't start this until Scrooge was already a couple screens below the rope at the top of the world.
MESHUGGAH wrote:
I think there is a misunderstanding about the purpose. It isn't about "allow screnwrapping", it is about "allow falling through the bottom of the screen".
As it's only possible where screen scrolling would normally occur when Scrooge falls off the bottom of the screen, the effect of the feature would actually be best described as "preventing screen scrolling, but only while Scrooge is falling (not climbing) through a gap that would otherwise initiate screen scrolling." If it was simply about enabling falling through the bottom of the screen and being sent to the top of the screen; it would be a desirable testing feature for ANY pit, not just the non-death/scrolling pits. Regardless of whether the purpose is to prevent scrolling or to allow warping Scrooge to the top of the screen, the other question is why program it to only work when he's falling and not while climbing down the ropes that initiate scrolling? It's this last part that I think I struggle with most in believing this was an intended feature. Why prevent scrolling only when falling in these few instances where it's a not a death pit, but not prevent scrolling when Scrooge is on a vine/rope? It seems a VERY limited feature to have specifically programmed, even for testing purposes. The only reason I can see this being the case is to specifically test the scrolling initiated when climbing down a vine. Another reason why this wouldn't be a very good debug feature is the cases where using the feature can result in Scrooge being out of bounds. The feature would only have helped testers in very few situations and would have made testing more tedious in others by getting them out of bounds and forcing them to either reset the console, manually re-position Scrooge, or somehow find a way back in-bounds in order to continue testing intended game features. Testing is about breaking a game....not trying to figure out how to get back to normalcy from a broken game state. Other considerations: 1) This may be a leftover feature that originally had an intended in-game purpose, but that reason was removed from the final product. Thus this feature may not a debugging leftover, but an unused feature. 2) This was a debug feature, but only part of the code for that feature. Meaning that what we're abusing isn't how the feature was intended to be used. This would mean that this submission is a valid use of this button combination/effect; abusing poor programming (or more accurately, poor removal of programming) to yield a result unintended by developers in normal play. I just feel that the presence of this one snippet of assembly code that shows how the effect happens (skipping the code for screen scrolling) is not enough evidence to claim that this particular effect was intentionally included as-is for developer testing purposes. If we had further evidence (for example, something published from any of the developers or Nintendo itself) claiming it was an accidental leftover, we could disallow use. But as we have no other evidence beyond this four line assembly code snippet, we can't make that assumption.
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What I don't understand about the possibility that this is actually an intended function accidentally leftover by developers is why they made it so you have to be OFF a rope/vine (in free-fall) to make Scrooge zip to the top of the screen. From a testing standpoint, it would have been just as beneficial to have the zip occur while simply climbing down off the bottom of the screen via a rope as it would be to occur during free-fall. If this on-rope option was also done, why only take one of the possibilities out of the game code before release? It's hard for me to believe that it was meant as a developer tool. I think we're missing something here. Is the RAM value at $0017 ONLY for storing controller 2 input, or do other things change it in the game code?
DrD2k9
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Warp wrote:
DrD2k9 wrote:
Firstly, I can't think of a game off the top of my head that fits this description and wouldn't be better categorized by a more descriptive genre than "Action Adventure."
Games like LoZ:OoT and Super Metroid are generally classified as "action-adventure". How would you classify them? ("Metroidvania" is a rather informal term.)
...and wouldn't be better categorized by a more descriptive genre than "Action Adventure." Neither of these games (or any in their series) fit the description of a primarily adventure type game that includes action elements. Both of these games are just the opposite. They are primarily action games that happen to have some minor puzzles or minor inventory item management, but there's rarely (if any) challenge in deciphering what the inventory item is used for in the game. I personally don't consider either of these game series as having enough adventure driven elements to to even be classified as adventure games at all. In my opinion, the problem with an "Action Adventure" label in these cases is that the "adventure" part is the problem, not the "action" part. As far as a specific genre/category for these two games: Super Metroid is by default a Metroidvania game; it's a game from one of the two series that the genre's name itself literally comes from. While it may also be somewhat broad/informal, "Metroidvania" is still more descriptive than "Action Adventure" and is thus a better descriptor and the one which would be more appropriately used between these two labels. The Zelda series are very much a similar style game to the Metroid series with new items mostly granting the ability to open new doors/paths. The biggest difference (at least in the first game of each series) is in camera perspective. After those two games, camera perspectives may have changed, but the driving mechanic of gameplay remains Metroidvania style with movement and combat being the primary progression mechanisms. Where inventory is concerned in the Zelda series, it's mostly there to open/allow new doors/paths, not as an internal challenge of figuring out what the inventory items themselves are even for. Sometimes simply having them in inventory is usually enough to get the necessary effect. Even the trading sequences in Zelda games aren't overly challenging in figuring what stuff is for, it's typically very obvious for the player if not outright told to them. To put it simply, Both OOT and Super Metroid fit into the Metroidvania classification better than the Adventure classification. "Metroidvania" is more descriptive than "Action Adventure" and thus a more appropriate label for these games.
DrD2k9
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Warp wrote:
What would you classify such a game as, if not "action adventure"? I mean, let's assume that it has all the hallmarks of a pure adventure game (open world, large inventory, need to find and collect items, need to use those items in a non-trivial manner eg. in puzzles to advance) with the exception that there's also a real-time combat element to it?
Firstly, I can't think of a game off the top of my head that fits this description and wouldn't be better categorized by a more descriptive genre than "Action Adventure." (But that is kinda beside the point on a hypothetical question.) Perhaps it's wrong of me, but I'd argue that it's rare for a gamer to be looking for a game that combines heavy aspects of both of these genres. Most players wanting to play an adventure type game aren't wanting heavy action involvement in the gameplay. Similarly, players seeking a primarily action oriented game don't typically appreciate heavy thinking/puzzle solving to be a major part of the game's progress. The reason for this comes down to the type of gaming. Players typically are seeking a specific gaming experience when choosing a game to play. They don't want the desired experience arbitrarily/randomly interrupted just because a developer was trying to force together two significantly different styles of gaming. Due to this, there simply aren't many games that contain significant quantity of action elements into a true adventure driven game, or vice versa. But if such a game did exist, I'd categorize it based on the PRIMARY method of progress. If the adventuring is designed to be the primary limiter of progress and there is simply some occasional combat, I'd describe it as an adventure game. If the combat was designed to be the primary limiter of progress and there were simply some adventure parts, I'd categorize it as a primarily combat (action) game. As I've already mentioned (and is also stated in the above linked wikipedia article), "Action Adventure" is a very broad category; where games that would qualify can better be described by another genre that is more descriptive of actual gameplay. If a game as you've described above exists with equal emphasis on both gameplay styles, it could be best described as a 1st/3rd Person Combat Adventure; but I doubt that the game would sell or be reviewed very well due the drastic gap in the two forced gameplay styles.
The term "action" could also likewise be used with other genres, like "action RPG" (which would describe a type of RPG that uses real-time combat requiring skill and reflexes, rather than a turn-based take-your-time combat system).
True, but there's little to no confusion on what "Action" means when describing RPG's. Even still, there's could be a more descriptive method of describing such a game: Turn-based Combat RPG, Real-time Combat RPG, Dungeon Crawler (as many Dungeon Crawler's have real-time combat and RPG elements), etc. This is just another example of my original assertion that "action" is too general of a term for describing gameplay (even when not trying to attribute it to adventure games). TL:DR To develop a game that truly balanced action and adventure styles equally in limiting progression would be to force a gamer to completely (and consistently) shift from one style of play to another simply to make continued progress. This is contrary to the way most gamers want to play games. They chose a game based on the type of experience they want, and they don't often appreciate being forced into a different style.
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Memory wrote:
What are people's thoughts on me claiming co-authorship? I had to edit the end of team 4's second to last stage and one portion of team 7's final stage to get it to sync.
Claim it. Re-syncing is a part of authorship when combining parts from multiple runs. Think about it this way. If we had two published runs of some game (a 100% and an any%) and you saw ways to combine parts of each to yield an even faster any% run; the combination and re-syncing is your contribution. In this case it would be appropriate to include yourself as an author on the new submission even though you didn't necessarily add anything new/novel. The only difference between that hypothetical scenario and the Donald Land situation is that Donald Land isn't currently published. You're still contributing via combination and re-syncing, so you should get authorship credit.
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Personally, I think the identifier "Action Adventure" is a flawed term. I find Action and Adventure concepts as mutually exclusive when considered as the primary driving mechanic of a game. A game can't be primarily driven by both action events (i.e.e real-time combat) and adventuring (the puzzle solving/adventure themes as discussed above). One or the other will dominate progression: 1) When a game's primary mechanism of progress is reflex based (platforming, real-time combat wins, etc.); adventure elements become secondary and act more as gate mechanisms to separate new combat arenas/sequences. It'd simply be an action game that contains adventure-like elements. Frankly, this is why I feel the Metroidvania & Dungeon-Crawler categories aren't adventure games. 2) When a game's primary mechanism of progress is the story-driven puzzle solving as discussed in the above posts, action sequences in that game simply become (mostly) unnecessary interruptions to progressing through the puzzle solving story of the game. In fact, these type of reflex-based action sequences are often complaint points of adventure games; especially when they outright prevent progress just because the player doesn't have the reflexive skill to complete the action portion. It's this exact reason that some adventure game developers included the option to skip such action sequences in their games (though there is sometimes a penalty for not at least attempting the action sequence). For example, in the original EGA version of Space Quest 1, there is an unskippable arcade sequence of riding a skimmer (personal hovercraft type vehicle) across a boulder filled desert. Some people really struggled to complete this portion of the game; effectively halting progress half way through a game otherwise driven by puzzle solving, simply because the players didn't have the action-game-level reflexes to complete the sequence. Due to complaints, Sierra released the VGA remake of SQ1 with an option to simply skip the skimmer sequence (they also introduced a method of negating the slot-machine portion). In my opinion, most games that would be given an "action adventure" label would likely be better categorized as Metroidvania, Platformer, Shoot-em-up, etc. Frankly, the term "Action" itself is too general of an identifier when categorizing games. We have various categories of Action games (those just mentioned) into which games can be more specifically categorized. Adding "Action" to "Adventure" and trying to categorize a game as "Action Adventure" likely ignores better, more specific categorization in a different category. TL:DR "Action Adventure" to me is an unnecessary term trying to introduce an (overly broad) special category of gaming that simply isn't a necessary distinction compared to game categories already commonly used which themselves are more descriptive of the game type (Metroidvania, platformer, shoot em up, adventure, etc.).
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Warp wrote:
In order to understand what's happening, even if you know it's a TAS, you need to read some background info on what's happening and how it was achieved.
This part of your statement is true. To understand specifically HOW the gamepad input reaches the end-game scene, you need to know the technical background.
The video alone, all in itself, offers not much entertainment without that technical background info....
This is the part that I don't agree with you, because this part is not true for everyone. It may be true for you, but it's not for everyone. Some people can find entertainment in a sub 1 second video that jumps straight to the credits simply by knowing the result was done with gamepad inputs. They don't need to know any further/deeper details on how it was accomplished beyond knowing it was gamepad input. In other words, they don't need to know the technical background to find it entertaining.
In this case, however, any possible entertainment comes from the background info, not from what's happening on screen during the run.
What this argument doesn't allow, is for others to find the complete lack of anything happening on screen while still reaching the credits to be entertaining. For some people it is exactly that aspect that they find entertaining....the fact that nothing visible happens but the credits are reached anyway via gamepad input.
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Yea...that's a pretty good summary. There are exceptions to the "doing nothing for a long time will not cause any sort of penalty or game over in any situation" generalization; but when present, the time limits allotted to accomplish a particular goal are typically very generous allowing the game play to stay relatively slow-paced. I'm sure the features of Adventure games, which games qualify, and which ones don't belong could be discussed ad infinitum. And there will always be some subjectivity to it.
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Warp wrote:
So, if the definition of "adventure game" is "progress is based primarily on the collection/usage of specific inventory items to solve a specific intellectual challenges/puzzles; hand/eye coordination and/or reflexive skills are rarely a main aspect of these games", could someone give examples of very representative and archetypal adventure games, other than point-and-click ones?
I mentioned Grim Fandango earlier. It (at least originally) wasn't point & click; though that option for input has been added in the re-release of the game. Another example is Dreamfall: The Longest Journey. Obviously any text parser based yet graphically presented game where mouse input isn't present (many older Sierra games) wouldn't be 'point & click' but would follow similar mechanics. I'm sure there are probably others, but I can't think of any more specifics off the top of my head. The bulk of archetypal adventure games do fall into the 'point & click' category. For reference, here's a list of the top 100 Adventure games (at least according to that website). The bulk are point click. That list does include games like Portal (which I've already mentioned is more of a 3d puzzle than an adventure IMO). Games in the Myst series are also mentioned in that list. I'm not sure how to categorize them as they fall between 3d Puzzle and Adventure to me. They typically have little inventory management and are more a series of strictly intellectual puzzles. But if you consider information/clues presented in-game (like the various alphabets/numbering systems) as a kind of of intellectual inventory item that must be used elsewhere in the game world, they show some similarity to adventure games. This is often the case in the Myst games as the information is often obscure and some distance from where it is utilized; forcing the player to figure out what the information means first then use it (this again is like Adventure games). Contrast this to 3d puzzle/Portal-type games, where information is often presented directly to you, you know what it means almost immediately, and often use the information immediately as well. Categorizing games is truly a difficult task...especially as developers find more and more ways to blend genres.
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Warp wrote:
Let's admit it, this run isn't very "entertaining" to someone who has no knowledge of what's happening behind the scenes, ie. without having to read a long (highly technical) explanation of how it was done. You can't just give a video of this run to someone to watch and expect it to be entertaining, because it essentially just shows the ending screen of the game.
In general, I disagree with this statement. It's true, that in a presentation devoid of any background information, this video doesn't offer much entertaining. But that's simply because (in that scenario) there is a complete lack of understanding of what the video even is. Many things outside of the video game world that are presented as entertainment aren't entertaining until you understand WHAT the entertainment is supposed to be in the first place. Sports are a great example. When someone doesn't even understand what the sport is, it's hard to be entertained. But when they do understand what it is (even if they don't know every individual rule in the rule book) it becomes more entertaining. So someone who doesn't understand that this is a TAS can't be entertained by the TAS aspect of the video. Side Note: Some people may still be entertained even given the lack of knowledge by simply watching the end scene itself (for example, people who've never personally beaten the game before nor seen the end any other way). Here's an important consideration: Since when do we intentionally obscure/omit the fact (for any TAS we publish) that the video is indeed a TAS? We don't! We blatantly broadcast that our publications are TASes and are meant to be understood as such; because it's the primary background information necessary to even understand a TAS video, let alone be entertained by one. Claiming that someone can't find this movie entertaining because they don't know the background is a moot argument because we always present the background information with our publications; both the acknowledgement that the video itself is a TAS along with the published links to the submission notes. Besides, it is absolutely possible for someone to find a video like this entertaining even if they've only being given the limited background information of "This game was beaten using gamepad inputs to get to the end scene as fast as possible." So long as this brief preface is given, it's possible for a person to be entertained by the resulting video while still knowing nothing about the detailed technical aspect of how the TAS was made. Heck, as long as they know it's gamepad input that's causing the game to end so quickly, they don't even necessarily need to know it's TAS input to perceive the video as an entertaining result of gamepad input. It's therefore not necessary to thoroughly read and understand the submission notes and comprehend the intricacies of how it works to find entertainment in this video. They key to a video like this being potentially entertaining rests on the platform that the person watching understands that gamepad inputs made it happen. Would this video be entertaining without that preface: Probably not. Can this video be entertaining once one has the simple knowledge that gamepad inputs made it happen?: Yes. I'm not suggesting that these argument should make everyone find this entertaining. I'm simply showing how it's possible for some people to find this video entertaining with only a very superficial comprehension of what makes the video happen the way it does.
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I see your points regarding Zelda being a primarily metroidvania game series based on my above distinctions; I don't disagree with those perspectives.
Warp wrote:
I also think this classification principle would make The Talos Principle and adventure game. Maybe it is?
I'm not personally familiar with The Talos Principle, but I watched a youtube clip of the game. It strikes me as more of a Portal type game; or a series of environment manipulation puzzles. Perhaps that's too nitpicky of a distinction from an adventure game for some people. I guess the distinction I see between Portal/The Talos Principle type games and adventure games again comes down to item use. Management/use of multiple inventory items to solve challenges (especially when there's nothing in the game that teaches what each item is for) = adventure game Manipulation/management of environmental objects (especially when the use of the items is obvious or deliberately taught by the game) = Portal type sequential puzzler. Another example of this type of puzzler (also 1st person) would be Quantum Conundrum
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In general an "Adventure Game" is one who's primary mechanic of driving game progress involves collecting inventory items from various locations which are then used in other locations to solve some puzzle that is preventing progress in the game. Adventure games almost always contain some degree of mental/intellectual challenge in solving these puzzles through the inventory/puzzle based primary mechanic. As others have mentioned, the various Sierra "Quest" games are good examples. In regards to free-roaming/non-linear play: This should not be a requirement for something to be deemed an adventure game. While some areas in adventure games may be freely roamed, many adventure games do follow a linear progression through the game. In these cases, backtracking either becomes pointless or impossible depending on how the game is coded. Again the "Quest" games are good examples of this forced progression/linearity within an adventure game. EDIT: Another quick thought on backtracking/non-linearity. If the backtracking is only present to allow for secondary objectives that aren't necessary to complete the game, this level of backtracking alone isn't enough to qualify a game as an "Adventure" game. : END EDIT Regarding RPGs as adventure games. The key differentiation here is in the primary mechanic that drives progression of the game. IMO Adventure games, have the inventory focused puzzle solving as their primary driving mechanic, where RPGs have leveling-up and character development as their primary driving mechanic. There are some games that appear mix these two genre's together (example: the Quest for Glory series), but even these tend to focus more heavily to one or the other. The Quest for Glory series does indeed use various character stats similar to RPGs, but it still drives the game primarily via inventory based puzzle solving. The character stats/classes only really serve to determine which path(s) a character is able to take in solving the progression of puzzles. MetroidVania games as adventure games? While these games often have a similar situation where progress is limited until a certain item is acquired, the difference between these and adventure games lies in the use of the item. Items collected in adventure games tend to allow progression by enabling the player to solve one (or in some cases a small number of) specific puzzle(s) using that item. Items collected in Metroidvania games by contrast are more akin to power-ups that tend to allow for infinite uses to allow a more widespread exploration of the game-world, but not necessary allow solution of one (or a few) particular puzzles. Another key difference is that Metroidvania games quite often include developing skills of action/platforming as a primary means of progressing through the game. Adventure games rarely require a significant level of reflex based (hand/eye coordination type) gaming skills, but instead tend to focus on challenging the minds ability to think through a solution to a problem. Regarding open-world platformer/action games like Assassin's Creed, GTA, etc: These games rarely have the 'get object in one place and use it in another to solve a puzzle' as the primary mechanic that drives the game, IMO. They are instead more non-linear disjointed objectives/quests that can be completed however the player chooses. In many cases, these games contain MANY objectives/side quests that are neither necessary nor required to progress through the game. Further, even when inventory items can be collected in these various disjointed objectives, they are either power-up in nature (similar to Metroidvania games) or they are rarely required (or even able) to be used in a different objective/side quest. In these games, the progression through the main game is usually accomplished by completion of a series of objectives that themselves are unconnected and in some cases un-ordered. Contrast this to adventure games that require collecting an item very early in the game in one location only to hold it in inventory nearly the entire game before it's proper use becomes apparent in a wholly different location where the action using the object is finally performed. Comparison to classic text adventure games: Another way to help identify an adventure game is to compare the driving mechanic of the game to classic text adventure games from the 70's and 80's. These games usually followed the 'get inventory item/use inventory item' mechanic necessary to progress through the game. The difference between these and more modern adventure games was simply in input method (text vs. point/click vs. console controller) and game display (text vs. graphical); but the primary mechanic of solving puzzles with inventory items remains. For example compare two shining examples of the Adventure genre: the early Infocom text based Zork series and Lucas Arts' Grim Fandango which is graphical and (originally) had a tank movement based control scheme. TL:DR When differentiation between game genres is considered, the genre distinction should be based on the primary mechanic of game progression. Adventure: Progress is based primarily on the collection/usage of specific inventory items to solve a specific intellectual challenges/puzzles. Hand/eye coordination and/or reflexive skills are rarely a main aspect of these games. Action/platforming: - Progress based primarily on the act of movement through the game world, especially focusing on rewarding development of improved hand/eye coordination skills. RPG: Progress based primarily on developing character skills/traits to be able to conquer tougher opponents as the game progresses. MetroidVania: Progress based on finding and utilizing power-up based improvements to a character. Open-World/Objective Progression: Progress is based on the completion of a predefined group of objectives which themselves are often unconnected to each other and can often be completed in a variety of orders. Strategy (Real time or turn-based) Progress is often linked to wise resource management. These categorizations aren't meant to suggest that a game can only belong to one genre. But what is identifiable as a game's primary progression mechanic should be the overriding factor in determining a game's primary genre. Unfortunately, some games are enough of a blend of these categories that it makes it hard to determine the overriding primary mechanic. For example the Zelda series is a combination of Action, Metroidvania, and adventure genres.
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FWIW, Castelian is an example where disabling music (or more accurately selecting SFX instead of music) reduces lag frames.
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Though PAL may have been the standard, even PAL only releases often worked perfectly well on NTSC systems. While they may have had slightly faster music and frame rates due to the region difference, the software otherwise functioned exactly as intended. This was common even on real hardware. I myself had an NTSC C64. I also had numerous games that I've since learned were PAL only releases; yet they worked perfectly fine on my system. There was nothing about them that would have suggested they weren't designed for the system I was playing them on. To put it briefly, my system ran the software as intended; albeit slightly faster than it would have run the same software on a PAL system. When comparing how quickly C64 systems (of either region) run a particular software, it's akin to the comparing the difference in speed of two IBM compatible systems (of different clock speed) running the same software. For example: Space Quest for DOS runs faster on a 20mHz CPU than it does on a 10mHz CPU, but otherwise the software is run identically in function. Similarly, an NTSC C64 runs a particular title faster than a PAL C64 unless the software itself was coded to only work/sync properly on a PAL system...then the software doesn't work properly on the NTSC system. In those cases of special coding where the game doesn't work properly on the wrong region system it should be played in the appropriate mode that actually runs the game....this is no different from what it would have taken to play that game from real media on real hardware. EDIT: Before someone presents the argument that we've limited PC speed for TASing...The speed restrictions we've implemented for PC system TASes are based on speeds of release era, not speeds of release region. Both PAL and NTSC C64s existed in the same era.:END EDIT Requiring PAL only releases to be run in PAL mode when it would work normally in NTSC mode as well, is an arbitrary restriction that even the real hardware doesn't have. There was no form of hardware based region lock on the C64 limiting what software was able to run on any C64 system. If a particular game/software was locked to a specific release region it was locked by specific coding in the software itself. TL:DR For these reasons, the rules as currently written are appropriate in allowing any game to be run in NTSC mode so long as glitches aren't introduced by playing in the "wrong" region. Essentially, if a game plays properly (in whatever mode you've chosen) without introducing glitches not present in the other mode, it's working properly. Sped up or slowed down music does not constitute a unique glitch to one mode over the other, it's simply a result of the difference in hardware processing speeds (both CPU and screen refresh). Thus it's fair to play the game in NTSC mode for the benefit of faster gameplay.
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Though I personally see this type of DPCM abuse ACE as different to other ACE which involves game elements, others here have stated that they feel ACE is ACE regardless of how it's completed. Regardless of which of these perspectives one has, the following holds. As mentioned a few posts back:
Here, we have become so powerful that we don't even NEED gameplay to finish the game when the developers expected us to go through gameplay.
This refers to the fact that we have managed to achieve ACE using a different strategy (though still input based) that accomplishes the exact same goal as any other ACE TAS. Putting it simply, the goal is gaining complete control. Having this submission's form of input used to achieve ACE banned from Vault presents the argument that all forms of ACE should be banned because the achievement of complete control is the same regardless of input strategy. On the same token if any ACE run using valid input is allowed in vault, all ACE runs using valid input must be allowed in Vault.
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Regarding the PAL/NTSC debate: Something that needs to be considered is that real software from either region often worked on real hardware of the other region WITHOUT any necessary fixes/modifications. If playing a PAL game in NTSC mode yields a faster framerate/music but otherwise presents no new errors/glitches, playing that game on an NTSC system is something that would have been possible on actual systems. It should therefore be allowed in an emulated environment too. Theoretically, the faster pace of play would make many of these (if not all) such games harder on an NTSC system due to requiring faster reflexes to accomplish the same results at the higher framerate. So if anything, the current policy off allowing PAL games in NTSC mode allows for beating the game in a way that would have been 'harder' for a casual gamer on real hardware.
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hopper wrote:
In the first 19 levels, you miss one of the last two ducks. You mentioned optimizing the spawning of the second duck while you're killing the first. Would it make any difference to kill the second duck and let the first one fly away? I was thinking about how the second controller can be used to control the duck in Game A, which could help it fly away faster if your intention is to miss. That doesn't work in Game B, but I still wondered if it would, nevertheless, be faster to let the first duck make some progress towards the top of the screen while you're running yourself out of ammo and killing the second duck.
My thoughts without testing specifically regarding killing the 2nd duck: 1) Waiting for the 2nd duck to appear before firing the first shot. Waiting to shoot the second duck as it appears would be a delay of 1-3 frames for the 1st shot itself (even when the timer can be manipulated to be 0, the 2nd duck won't release until the frame after the first duck). Then the 2nd shot/1st miss followed by triggering the fly away on the 3rd shot would take as much time as it does now. While this allows the 1st duck to fly during those 1-3 frames before the 2nd duck arrives, due to variability in flight direction it isn't guaranteed to save the 1-3 frames lost to waiting for the first shot. This may be viable. 2) Shooting 2 shots before the 1st duck appears. Having only one shot remaining once the ducks arrive would minimize the time between the arrival of the 2nd duck and "fly away". However... When the gun is shot before/between ducks, there's a slight pause in the duck release countdown. Delaying the countdown before any duck appears is pointless as it delays duck arrival and wouldn't allow either duck to gain much altitude after arrival before the "fly away" was triggered. Therefore, shooting before the 1st duck arrives will likely lengthen the total time. 3) Shooting ASAP and missing the 1st duck when it arrives, then hitting the 2nd duck with either the 2nd or 3rd shot. (This is what I assume you're suggesting.) Oddly, the delay between how quickly two shots can be performed is longer if you miss a duck than it is if you hit a duck. So missing both the first and second shots adds one extra frame before the last shot can be taken and trigger the fly away. Therefore the 3rd shot needs to be one of the misses to minimize time before that shot can be taken. Whether the first or second shot is the hit, the time to get to the third shot should be equal. So if the first duck is missed, it may indeed have time to get higher on the screen before the 2nd shot can kill the 2nd duck. Based on these thoughts; either option 1 or 3 may be viable, but would likely require testing on a level-by level basis. Unfortunately, changing any individual level would likely affect RNG and require complete redo of everything from that point onward. Still, I may do some testing on this thought. Thanks for the idea.
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I find this run mildly entertaining, but not exceptionally. This is one of those games in which I would rather work on the actual TAS process than watch the final product.
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Maru wrote:
What do we consider as gameplay? which guideline better constitutes gameplay? Does this TAS have any gameplay improvements compared to the published run?
In my opinion, these three questions have related answers. I feel the first two questions can be answered together: As already mentioned we typically time things from power-on for our TASes as opposed to whatever start point is used for RTA runs. (We also end our TAS timing at different points than RTA runners, but that's a bit beside the point) This standardizes the TASing approach. RTA rules, while possibly similar to our own, have rarely dictated how we assess and judge our movies here. With power-on being our start point, it's my opinion that any inputs after power-on should be considered part of 'gameplay' for a TAS even when they occur on (or even before) the title screen. Consider games in which RNG can be manipulated by either delaying title screen input or pressing buttons that don't appear to have an effect on the title screen itself. Changing these title screen inputs changes the outcome of the TAS itself and therefore is part of the TAS gameplay. To answer the the third question: Yes it is a gameplay improvement. Since I consider title screen (and pre-title screen inputs) as part of gameplay, this submission is indeed a gameplay improvement over the current publication.
If this submission is accepted, should it obsolete the published run based on the fact that the published run was thoroughly outperformed in terms of time?
It doesn't necessarily have to. As the current publication is currently sitting in moon tier, it could remain there as 'fastest non-DPCM abuse' run; though it would have to lose it's fastest completion flag (which would go to this submission). If by chance this submission is deemed moon worthy, they could exist side by side. If it's not moon worthy, it can land in vault and the other run can stay in moons without obsoletion being necessary.
Is this type of game end glitch significantly different from the published game end glitch TAS to warrant the creation of a new category?
Ultimately what needs decided is if there is enough difference between non-ACE game end glitches (I don't even know if these exist), standard ACE, and DPCM-bug abuse ACE. In my opinion, the DPCM ACE is unique enough to be a separate category: Standard ACE mainly abuses RAM management through manipulation of in-game features (i.e. positioning turtle shells) to enable ACE which then yields the desired effect. DPCM ACE (at least of this type) mainly abuses the game's software workaround of a hardware bug and will likely always be on the sub-frame scale.
Since the ending is almost instant, do viewers see some similarity or resemblance to entering a password in-game to skip to the credits?
Resembling using a password or code isn't banned, just the actual use of codes/passwords. If an unintended input method is found to glitch into state that resembles/activates something in the game which can also be done by code/password it is allowed so long as the code/password itself isn't utilized. So the viewer's perspective of this 'looking like cheating' doesn't matter on whether or not it should be acceptable. As long as the submission obeys the rules, it should be acceptable. These are my thoughts on your questions. I'm curious to see other's perspectives.
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This submission is an interesting case. Is viewing the result entertaining? In my opinion, No. As mentioned above, it's little different than simply viewing a video of end credits. Is the accomplishment interesting/impressive? ABSOLUTELY! Should it be published? In my opinion, yes, it should. Where should it be published? Given that it's not entertaining to watch, moons probably isn't a good location; leaving vault as the only other landing place as this is the fastest known completion of this title. This is where the case becomes interesting.... The accomplishment of this run could be argued as Star tier quality from a technical aspect, but the lack of anything visually entertaining argues against Stars. Therefore, Vault is the only appropriate publication tier based on current rules. That said, I expect argument against accepting DPCM glitch abuse into Vault.
Post subject: Temp Encode
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Here's a temp encode. Link to video