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Speedrunning in general is bigger than ever before right now. While I would honestly be hoping it would've made for a greater boost to the popularity of tasvideos, there are plenty of new users, submissions and progress on games being made. I'd certainly call the community far from "dying" at this point.
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It's easy. Just kidnap the owner's daughter and demand to be given every award -ever- if he ever wants to see her again.
This is how you get far in life.
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This is useless for a speedrun, but too fun not to share.
It's been known for a while that you can get very high speeds by holding up when letting go off a ring. (The reason for that is that holding up preserves whatever mid-air speed Rayman has, and holding onto rings adds to Rayman's mid-air speed)
Turns out, if you go at such high speeds, some rather, interesting, things tend to happen.
Link to video
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Very good improvement to the testrun. What I like about this game is that the enemy placement makes a pacifist goal very nontrivial, and the run was very entertaining.
It's unfortunate there is one enemy that can only be bypassed using special weapons. I guess the "no subweapon" goal takes precedence over pacifism there.
Yes vote.
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Very nice going saving this many frames. I'll need to rewatch the first run to see the differences though. Still hoping you'll be able to find a way to go through the final level pacifist.
Do keep it up.
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In my opinion, Enemy/AI manipulation becomes luck manipulation when entropy gets involved, i.e. there is no visible correlation between what the player does and how the enemy reacts. Especially, without TAS tools, an unassisted runner should not be able to reliably get a desired outcome in those cases.
However, games in which you can easily predict an AI's behaviour should not be considered luck manipulation. In the example I used, the enemy's spawning Y position is directly tied to the player's Y position. No entropy involved at all.
There are some edge cases to this, of course. For example, what if an enemy's action depends on if the player's X position is odd or even?
This is easy for a TASer to figure out, so easy that I wouldn't call it luck manipulation. Yet it can still technically be considered randomness, since it's not predictable by a normal player.
There's other interesting cases regarding sources of entropy too. Some games like Super Mario Bros. and Gimmick! make "random" events dependent on certain digits in the player's score. If the conditions to trigger these events are known, there is nothing random (and therefore nothing lucky) about them at all.
tl;dr: If an enemy's actions are unpredictable to a human, enemy manipulation is luck manipulation as well. If they are predictable, I don't think they can be considered that.