Post subject: M.I.R. - Maximum Input Run
Editor, Expert player (2460)
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How about a "maximum input run" as opposed to minimum presses run?
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So a run that never ends and just presses random buttons?
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RachelB
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This is relevant to my interests.
Brandon
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Would this mean a run where every button is pressed except the ones that cannot be pressed in order to complete the game? That might be interesting, if could somehow be evaluated. One in which every button is held indefinitely, however, is nonsensical. Sorry if I've taken this too seriously.
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by that logic, we should accept "slowruns", playing as slow as possible, as opposed to speedruns. and no one is going to beat the Desert Bus run. For now.
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Beating a game as slowly as possible is actually potentially interesting in games where you're forced to progress or die. Probably not actually interesting in any game I can think of, though. (Although there was a submission of that for SMB1…) It'd make more sense to do, say, a maximum holds run, while still requiring the run to be done as fast as possible. It'd probably be less entertaining than using choices in microrouting for entertainment, though.
Joined: 12/31/2009
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It could be tracked by counting consecutive frames that the button remains pressed/depressed (frames that could have been spent depressing and pressing the button).
AUS
Joined: 4/6/2012
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Eh, I'd see something like this less like holding a button for awhile, and more like button mashing, one button pressed and released = one input. Not sure what the point would be, but if you managed to do it fast and annotated the video with every press, it would at least be interesting to watch, maybe once.
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It would only make sense if the run also had to be as fast as possible (iow. match the current record). But then it would look identical to the current record, and all the extra button pressing would just happen behind the scenes. You would get a number which means little.
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This shows up in an interesting way already in multigame runs, an important part of which is making good use of when a particular game doesn't use an input.
Personman
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A maximum input run of Tetris might be entertaining for a minute, since the blocks would be spinning around and moving back and forth like crazy before falling perfectly into place.
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RachelB
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Personman wrote:
A maximum input run of Tetris might be entertaining for a minute, since the blocks would be spinning around and moving back and forth like crazy before falling perfectly into place.
Ok, i'm intrigued.
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I can see it only working well for certain games. Ideally, the run would have to match the normal run's time. But the character's actions would be crazy. For instance, a run of SMB. Mario's going forward at top speed, but jumping several times, spazzing left and right, ducking, etc. Even still that has very limited entertainment potential. Like Personman said, it's fun to see the character (or in his example, the blocks) spazz out everywhere, while the run is still going fast and perfect... for the first few minutes. Then it gets annoying, and if you're able to ignore it, it becomes just like a normal TAS. Not to mention that, for instance, in Super Mario World, pressing Y and X alternately between frames will count as a lot of keypresses, but visually and practically, Mario still runs at the same speed, and nothing appears different (right?). So that isn't very entertaining. Like I said, it may be good for very specific games. And even then...
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In hourglass, associate every button of the keyboard that won't affect gameplay into a single button. While TASing, tap said button every other frame. Now most of the .wtf is input. :)
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This would be nonsense in most cases if not in all cases. A) Most % of your frames have some button press. B) Like A but pressing some button, holding it and releasing it count as different stuff. C)Biggest % of button presses possible in the speedrun (multiple buttons count separatedly) D)Mix of C and B E)Biggest amount of frames with keypresses. F)Like E but each frame you are holding or releasing the key count as an keypress. In E and F the guy would create an extremely long video, in A, B, C, D players would start to create longer videos just to increase their % of key presses (by having an long video the few keypresses you dont do, the keypresses will represent an smaller % of run)
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WTF DOUBLE POST
Guga
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Thank you for repeating the message you did a minute ago
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i think depending on the game, a run that makes as many inputs that affect the state of the game without loosing any could be interesting. POintles hopping and spazing, for example would count, as long as it didn't slow the run any. But hammering A during the downward part of a jump in SMB would not count, because it doesn't affect the game's state. But if these seemingly useless presses affected the RNG, then they would count. Any input that if it were removed wouldn't affect at all how the movie looks or plays would not count.
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Joined: 9/9/2006
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I'm not too sure I'm interested in this category of run but; "maximum held presses" could actually be a challenge depending on each games RNG. Usually they poll the one non-deterministic thing (the player) as I'm sure we're all aware. So in theory this category could make RNG manipulation even more awkward?
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