Post subject: New "pausing" movie category?
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I brought this up in IRC a few months back, and I thought it would be interesting if we had a category like this: "Uses the pause function" Or someone else suggested "Uses pause buffering" Do you think that's a good idea?
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Spikestuff
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no.
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Spikestuff wrote:
no.
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I tased a game which had a frame-advance feauture build in and it saves a frame when manipulating luck with pausing
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Well the reason I suggested this was because there seem to be a lot of games out there which use the game's respective pause feature to save time, usually for RNG manipulating purposes.
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It's already used all over the place, nothing new.
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Why would we need to pause buffer when we can already do frame advance without it?
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No, no. Sometimes, in some games, pausing helps to trigger certain things in RNG that not pausing can't do.
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Kaizo Mario 3 had this (to advance the global frame counter): https://youtu.be/Mfd_yt0WSZc?t=16m19s And I remember some Megaman games having this feature too. I don't think it warrants a category.
Spikestuff
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Still backing the No of my no at the start of the thread. Next time if you want to do it bring the damn examples. From my batch of TASes that I've produced that has Pause Buffs: And 2 Final Fantasy IV TASes that use Pause during encounters: vv Oh yeah, and I guess Zelda TASes. vv
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Majoras Mask has a skip that requires pause buffering, although it wasn't known when the published TAS was made. If such a tag is created, it should only be used for examples like that and not just regular pausing to access a menu or something. But what would be the point of such a tag? I fail to see what makes the use of the pause button for a glitch so special that it needs a tag. It's not even something controversial like ACE.
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Yeah, if pausing makes for a faster run, for whatever reason, then go ahead and pause. Why is this even a potential issue?
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I don't think the intent of the topic is to suggest it is an issue to use pausing. Rather it is to suggest that we add a new tag and mark games that utilize the game's pause feature with it. (I personally don't think we need it as it is so common, but I just wanted to attempt to clarify the topic)
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I'll be honest, the only game that came to mind was Tetris.
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What about Super Mario 64? Some of the Pokémon games? Drake and Josh?
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Okay, to extend my thoughts on this matter: it reminds me of when we had the "takes damage to save time" tag. We got rid of it because the modern TAS is expected to do whatever results in the fastest movie, not some concept of what "perfect play" would look like. Thus we should assume that the TAS will take damage any time that doing so would confer a speed advantage. "Pauses the game" is a similarly meaningless -- if pausing is faster, then you should pause, and not otherwise. Now, we do have a "forgoes time-saving damage" tag, which is used to indicate when the player could have taken damage to save time, but opted not to, presumably for entertainment purposes. I could conceive of a run having a "forgoes pausing" tag to indicate similarly -- that the run could have abused the pause system to be faster, but did not in order to be more fun to watch. However, I'd need to be convinced that this was a sufficiently unique concept to be worth separating from the more general "makes speed/entertainment tradeoffs" tag.
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Damn...... I loved that damage tag too... :( I was excited to see my runs get one.
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Derakon wrote:
we had the "takes damage to save time" tag. We got rid of it
http://tasvideos.org/Movies-C3035Y.html
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feos wrote:
Derakon wrote:
we had the "takes damage to save time" tag. We got rid of it
http://tasvideos.org/Movies-C3035Y.html
I stand corrected. I could have sworn that the tag was removed at some point, but there's a 2016 run right there with the tag. Oh well, whatever.
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The "Aims for fastest speed" one (or whatever it was called) was removed.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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"Manipulates luck" was also removed around the same time (several years back), although it was later brought back as "heavy luck manipulation" for runs that do it majorly. I don't think "takes damage to save time" was ever removed or changed.
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