This is an interesting phenomenon I saw being discussed recently: the Spring Paradox, where suspending a mass in a system of springs then cutting one of the springs can actually cause the mass to RAISE because the spring constant has been reduced.
Link to video
I think this is the generalized form of the paradox to other phenomenon: https://en.wikipedia.org/wiki/Braess%27s_paradox
But interesting to see it being demonstrated using pure physics!
Except in the case where there is a logic difference between emulator and console (like a glitch that cannot be done on console that's exploited in the TAS), I'd consider the easier ability to reproduce, distribute and introspect a TAS in an emulator to be more useful of a quality than the modified version that plays back on console but not yet on any emulator, since far more people have the ability to interact with the former than the latter (though we should of course still make both available). Yes, the console verified file is more accurate but less accessible.
I've heard about other games being bricked by glitching them too hard before, but can't off the top of my head recall any examples - this might be a good concept for a standalone thread?
This was a delightful watch. I adore how even in a short and tightly optimized category like any%, TAS can still differentiate itself in routing, execution and stylistic ways by substantial amounts from real time play. Yes vote!
I enjoy how you use save glitches in three different ways to do three different kinds of skips and then humiliate the final boss. It's one of those cases where the lack of the gameplay is the humour, as you work increasingly harder and harder to not have to do things. Yes vote!
Deliciously destroyed! Yes vote.
I found it a much better watch if all the levels were 0.25x and all the between-level stuff was 1.0x, and I suspect that this might be a good choice for a secondary encode.
Yep, fair enough! If you want to have some guideline (formal or informal) for how often you'll commit to doing publishing work for a category because publisher time is a limited resource, that makes perfect sense to me.
I assume the reason why this game gets so many submissions is because it's super easy to resync, and a lot of its movement is prince of persia style or frame rule determined, so it's easy to do things optimally given the best known routes/tricks, not because Samtastic is half-assing his submissions.