Values in memory don't have to represent pixels per frame, either. For example, Mario's top flying speed in Super Mario World is 51, but it isn't 51 pixels per frame. I'm not sure what a good consistent measurement system would be for all platforms.
Also, do any of these games not run at 60fps by default? If so then the pixels/frame would need to be adjusted to an average over 2 or 3 frames.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 6/13/2006
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Location: Massachussetts, USA
I'm talking about a completely different address that tells exactly how many pixels per frame you're going. It doesn't exaclty conform to the numbers of the widely variable addresses used for speed (like the speed address you mentioned for SMW.)
Some N64 games don't run at 60 FPS, they can clock in at 20, 30, or varying amounts.
Interesting.. but how did you determine that the value was based on "pixels"? What distance does Majora's Mask consider a pixel for this address?
Something like "The 1-pixel strafing distance when Z-button camera length away" is all I can come up with. Reminds me of a calorie "the amount of energy it takes to raise a centimeter of water by 1 degree." Also mL instead of cm. Also possibly other corrections.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Noted, goes at 11 px/f.
Nah, only goes at 6 px/f.
Except those aren't real pixels, since you can render the screen at any resolution you like and values will stay the same.
Not noted (glitches/autoscrollers).
Take any character that has neither inertial movement nor uninterruptible motion sequences, and you get Vic Viper, Arkanoid paddle, and so on. :)
This topic is confusing ???
Are we talking about general gameplay here or when characters are moving at glitched speeds?
In SM64 mario can reach speeds of 65536 units, which by then will cause the game to crash and is not noticable since he can't move anywhere unless his speed is down to about 31000. In terms of 2D gameplay I'm not sure.
Of course you're confused, you haven't even read the first two posts
(where it's made clear that glitches don't and shouldn't count, otherwise there would be little to no point in this topic at all).
einstein said that the max speed is 300000 km/s*, but in gran turismo 3 if you tweak some settings you can reach a speed of 2147483647 mph. when you reach that speed the car starts spinning around and gets sucked into a black hole which freezes the game.
*some people try to say that einstein was talking about nonglitched speed (vacuum)
It seems like the highest glitched velocities of many games are just the maximum value of the signed datatype, for example the GT3 one is 2^31 - 1 (32 bit signed) and the max speed of zelda 2 and battle of olympus are 2^7-1 (8 bit signed)
That would be an invalid vote because:
I consider abusing a left+right glitch to increase speed to fall into the same category as zipping, because it, too, is something which was not deliberately programmed and intended to be used.
32 px/f:
Vinnie — Biker Mice From Mars (SNES, 1994)
(etc)
This would make a superb "top 10 fastest game characters" page, with a clear introduction and the list in increasing order of speed (the last one being the winner).
Edit: With some short demo videos too!
Sounds good, I'll see if I can make the videos (technically there's nothing preventing me from doing that, but they have either to be excerpts from the existing TASes, or manually set up demos, which can take some time). But first I suppose I need to stuff some more 10+ ppf characters on the list — I'm more than sure it isn't complete yet.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
If you have some video editing software what could be cool is a video presenting the top10, like those "top 10 best weapons" and other such clips aired in some gaming tv shows etc. :P
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I was going to post Pugsley from (SNES) Pugsley's Scavenger Hunt, but when I checked it seems his max speed is "only" about 4 pixels/frame. That is without any speed enhancing items/environment. Still one of the fastest in that category, I say. Probably not nearly as fast as Sonic (on a straight level ground).
Just going through my list of games and throwing out stuff that seems fast to me:
Earthbound, teleport alpha
Kirby's Dream course maybe?
Umihara Kawase?
Ness's speed increases at a constant rate, and the teleport becomes successful as soon as he reaches 10 pixels/frame. However, he continues to move forward offscreen, eventually reaching speeds over 25 pixels/frame before the screen fades out entirely and the game stops tracking his location.
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Location: Norrköping, Sweden
Warp wrote:
Randil wrote:
My first vote is on Tiny Toon, where you move 5 pixels per frame when holding down left+right.
That would be an invalid vote because:
EDIT: It should be pointed out that zipping through walls does not count as "top speed" here, since that is not a "programmed" top speed.
I consider abusing a left+right glitch to increase speed to fall into the same category as zipping, because it, too, is something which was not deliberately programmed and intended to be used.
Damn, I contradicted myself there. :S Well, either way, you can accellerate to 5 p/f without using left+right too, so it still counts. :P Not that it matters much now though, since people have found much faster characters.
F-zero GX beats 'em all.
There's a glitch - mine glitch - that able you to go at absurd speeds (IIRC, at FFFFFFFF hex Km/h). The problem is that is way to fast that you fall off the track in a wink...
Things not taken into account:
• double-vectoring (vector sums);
• vertical speed (largely irrelevant in most games, anyway);
• any speeds measured during uncontrollable cutscenes or autoscrollers;
• zipping or other forms of object collision abuse that result in a [semi]uncontrollable displacement or acceleration rates;
• glitches leading to infinite or otherwise impossible acceleration rates;
• theoretical speed limits not attainable in the game (for games that don't have sensible speed caps);
• singular and momentary effects (such as damage-induced position displacements);
• speeds lower than 10 px/f.
How fleeting are all human passions compared with the massive continuity of ducks.
I'm pretty sure you can go a lot faster than 9.25 ppf in Excitebike by making a custom track that's longer than the built-in ones and has a lot of boost ramps.
Trying 127.0.0.1...
telnet: connect to address 127.0.0.1: Connection refused
telnet: Unable to connect to remote host
I'm pretty sure you can go a lot faster than 9.25 ppf in Excitebike by making a custom track that's longer than the built-in ones and has a lot of boost ramps.
moozooh wrote:
Things not taken into account:
• double-vectoring (vector sums);
• vertical speed (largely irrelevant in most games, anyway);
• any speeds measured during uncontrollable cutscenes or autoscrollers;
• zipping or other forms of object collision abuse that result in a [semi]uncontrollable displacement or acceleration rates;
• glitches leading to infinite or otherwise impossible acceleration rates;
• theoretical speed limits not attainable in the game (for games that don't have sensible speed caps);
• singular and momentary effects (such as damage-induced position displacements);
• speeds lower than 10 px/f.
It would be nice if people would bother at least to read the entirety of the post that contains the list before bringing up scenarios that are explicitly outside the bounds of consideration.
Or at least read the last two posts made. Because I literally quoted this list just two posts above yours.
This makes me sad.
How fleeting are all human passions compared with the massive continuity of ducks.