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This run is definitely not with the intention of obsoleting the published SMB any% TAS! This movie aims to present what the fastest and the best SMB PAL TAS would look like. It improves MUGG's submission for 66 frames, and tubby's TAS for 46 frames.
The Europe version of SMB is an official game run in PAL mode. The physics are almost identical, but the speed values are set differently, causing more potential glitches. TASes on this version are only faster due to a different version of flagpole glitch, which allows Mario to skip the castles without the help of other enemies or entering the ground.

New Trick: Falling into the Ground

It's probably no secret that Mario can sometimes fall into the ground after stomping on an enemy in SMB Europe version, but to do this without the help of anything but a lift is something new. The lift is still required for manipulating Y position before jumping. This trick is used in 1-2, saving 18 frames (a frame rule).

Time Saver: Faster Acceleration

It's faster to accelerate on the floor in this version. This simple new way of acceleration saves 18 frames in 8-3, and 10 frames in 8-4 (along with other arrangements).
This run also differs from the normal SMB any% TAS on details. For example, only in this TAS is Mario able to kick some shells in 8-1, and to show the 1-UP mushroom in 8-2, to walljump on the higher floor and to swim through the ceiling in 8-4.
I'm submitting it here mostly to show people what the best SMB PAL TAS would look like, regardless of whether it has reached TASVideos' standard for publication.

Nach: Let me start off by saying that judging this was one of the most difficult to judge TASs. The verdict I'm presenting here is based off of the current rules and knowledge I have regarding this run. It is subject to be revisited if anything significant changes. It should also be noted that no matter what the decision here is, a large chunk of people will not be happy with it. I will however lay out some additional info not discussed in the thread which factored into my decision.
Before I dive in, let me also iterate that this was an entertaining run, and there is little to dispute that, certainly by the audience at large.

NTSC vs. PAL theory

In terms of PAL games in general, different platforms, different companies, and different games all exhibit varying levels of quality. Obviously if a PAL game is the original then it can be easily considered the main version of a game. For some platforms, there are also no difference game-wise if something is running in NTSC or PAL mode. However, for platforms designed to be timed and framed into old television sets, there are important differences between the two modes.
Once there is a difference between the two, games designed for NTSC which are not modified for PAL generally exhibit some very weird behavior. As one example, I've seen fighting games where the key combos to execute various moves barely work when playing in PAL mode, the timing is altered enough that the game doesn't recognize the key presses the same way. As many PAL ports are like this in some fashion, it's ample reason to reject them, Just play the original which works normally.

Game variants on TASVideos

When we look at PAL ports, we must understand that these games are adaptions or variants of the original. Although there are many kinds of variants. Some variants are ports to a later platform. One kind of variant such as those seen in Mario Bros. has completely different levels (even though all the levels are repetitive). Some variants like those in the Street Fighter 2 series are the same game but with changes with varying levels of importance. Castlevania II: Belmont's Revenge exists in two variants where the entire game is the same, except one has a boomerang as a secondary weapon, and the other has a throw-able ax. The Pokémon series has game variants at each generation, generally limited to monster selection, where a dozen out of 150+ are different (which may not differ at all with certain glitches exploited), but barely has any affect on how a well planned run plays. Other differences are ports from the NES to SNES to Gameboy Advance and so on. The deciding factor in how these are dealt with on the site always boils down to how identical are the engines, and how unique and interesting is the gameplay that each variant offers over others.
Taking SMB2 as an example, the SNES variant adds on a save game feature which can be abused which can change the warped route considerably. Same for the Gameboy Advance variant, which further has other game changes. Due to these considerable changes in what one would see in a TAS for them, we have accepted them all.
In the case of Pokémon, since the engine/quality of the game between say Blue and Red is identical, and the observable changes in a TAS are insignificant, any new record with one will always obsolete the other.
In the case of various Street Fighter games, there is a large similarity to the TASs being produced. The audience at large doesn't notice much other than some Street Fighter characters are more or less beating up the same set of Street Fighter characters, using many of the same moves. In these kinds of cases, we have the best version of the game obsolete the others. Best version often is based on figuring out which has the broadest set of move possibilities, most fluid version of the fighting engine, and so on.
We haven't had multiple variants of Castlevania II: Belmont's Revenge submitted yet, but if someone submits a boomerang heavy run with sizable differences from the existing ax run, I can see accepting them side by side. It's sort of like accepting various X and Zero runs side by side for the later Megaman X PSX games (note: I rejected some MMX5 runs for being too similar to others).
In terms of Mario Bros. since a full variety run of levels while similar is quite different, we have accepted both.

NTSC vs. PAL in practice

If a PAL port offered the exact same engine/quality as the original, it could make sense to have it obsolete the original (and this could make sense to occur in games that are not meant for old television sets). If a PAL port offers a somewhat different engine, the question becomes whether it deserves to be added to the list of accepted variants alongside the original. The answer to that hinges on do the engine differences necessitate very different ways to play the game, and do those differences register with the audience at large. In most cases, PAL runs should be rejected, but based on the various aforementioned criteria, there are cases where PAL runs will definitely be accepted.
Nintendo unlike other companies has always aimed to do a decent job porting NTSC games to PAL. Nintendo is often one of the only companies where you will see the PAL game having various timings corrected to ensure that the game-play closely matches that of the NTSC version. Nintendo is often one of the only companies that adjusts the resolution of the displayed game to match the different resolution PAL televisions are capable of. Nintendo often also does some localization, converting currency, weight, and measurements to be those used locally. The attention to detail by Nintendo in PAL porting started with early NES games, and improved as Nintendo ported more and more and with newer platforms.

This game in particular

For its time in history and in comparison to a bunch of other early NES PAL games, Super Mario Bros. PAL is actually a relatively decent port (although maintains several noticeable differences from the NTSC original in terms of movement and other factors). Since the game is non-original but a decent port (relatively during its debut), it definitely qualifies for consideration as to whether it should be published alongside the original as another game variant.
This game happens to also be a game I'm quite familiar with. I played many of its variants on NES (since the 80s!), SNES, and Gameboy Color. I also dabbled in its programming and made various hacks on NES and SNES versions. In my opinion, I find this game qualifies for having many branches made of it. I can also see the SNES variant qualifies for certain branches as an acceptable TAS to show off a run without as many glitches being possible, and the Gameboy Color variant for some of its challenges that earlier versions do not offer. The question of course is, is there value in this PAL variant that we have lacking from all our other variants and branches thereof?
The first thing I want to shoot down is the idea that SMB PAL is faster than SMB NTSC. There are quite a few parts of the game that are non-playable. These include score countdown, castle animations, pipe transitions, 1-2, 2-2, 4-2, and 7-2 initial cut screens, level banners, vine climbing, and Bowser drowning to our princess is in another castle. When comparing across versions we need to take all this into account and figure out actual game-play time. NES SMB processes the non-playable segments of the games in multiples of 21 frames and 18 frames for NTSC and PAL respectively. Nintendo altered the number from 21 to 18 because 21/60 and 18/50 is 0.35 and 0.36, which should provide a close gaming experience on the port. In actuality, using more precise numbers, NTSC has frames which are ~0.0166 seconds long, and PAL ~0.0199 seconds. This means the non-playable parts are processed in multiples of ~0.3494 seconds and ~0.3599 seconds. Since these non-playable segments run on boundaries that are multiples of these, it means that the NTSC version allows slightly more time to get in activity before the game will round upwards. Conversely, if you just went a bit over a multiple, the PAL version will proceed to the next multiple sooner.
In order to get a better handle on this, I went to time the actual playable segments between the fastest NTSC and this PAL run (note, there may be rounding errors, and it's possible I was a frame off either way for some calculations):
LevelNTSCPAL
1-112.230512.083
1-221.58321.15
4-123.98323.967
4-217.949517.567
8-140.082540.233
8-224.865523.383
8-322.698522.767
8-432.527532.601
Total195.92193.751
Based on this NTSC is slower by ~2.169 seconds (about 130 frames in NTSC). However, there is a flaw with this logic. These runs aim for overall fastest real time, and thereby performs some actions which are slightly slower in the playable segments in order to abuse how the non-playable part is played as well as avoid 3 or 6 castle fireworks animations. However, the NTSC run goes significantly out of its way in 8-2 to abuse this trade off, by ~2.379 seconds in my calculation. If the run would discount non-playable segments to achieve the fastest possible any-variant time, we'd instead be looking at:
LevelNTSCPAL
8-222.486523.383
Total193.541193.751
In this case, the NTSC version is faster by 0.21 seconds (about a dozen frames)!
NTSC improves further if we decide that the mid-level non-playable segments must be included in 1-1, because unlike other levels, going through that here is a decision that can be avoided. In that case the 1-1 times become:
LevelNTSCPAL
1-118.165518.433
Gaining the NTSC run an additional 0.415 seconds (about 25 frames). All in all, PAL being necessarily faster in terms of game-play is doubtful.

Judgment

Armed with all the aforementioned information, how do we look at this? I decided to ask other judges for their opinions for the different possibilities, raised a few counterpoints with them, then assessed how they changed their opinion. I will not list their names because I should be the sole person receiving any fallout for the judgment on this run. What follows is how I characterize the opinions they conveyed to me.
Before I mentioned (counter)points:
JudgeObsoleteNew VariantReject
AAbsurdYes!No
BAbsurdYesMaybe
CYesNo way!Maybe
DAbsurdYes!No
After:
JudgeObsoleteNew VariantReject
BAbsurdNo way!Yes!
CMaybeNo way!Yes
DAbsurdMaybeYes
EAbsurdNoYes!
(One judge was unique in each group)
When I initially saw this run, knowing the differences right off the bat between variants and our aims, it seemed clear to me that obsoletion was lunacy. However my knee-jerk reaction was that I love this run, the engine is a bit different, let's just accept this as another variant. However, those are not good reasons to accept something, we have rules.
Thinking about how this run actually differs from the NTSC when viewing, it's not by much. More than that, there's nothing that really necessitates a difference. Just because one run decided to randomly jump at some point does not make it different from a run which does not. It has to be different as a branch in a significant manner, not just how it was played back in a particular run or mere moments of it. The new glitch, while new, does not look so different going through the wall than going through the wall otherwise. Also, I'm not convinced every run of this PAL branch would require this glitch being abused. So looking at changes across the run, they seem minor, and 4/5 judges I spoke to are now in favor of rejecting.
After assessing everything yesterday for one last time, I was conflicted on what to do. After sleeping on it, seeing no new convincing posts one way or the other, and considering the different factors listed above further, one side in my mind now slightly outweighs the other. In conclusion, while some PAL games are acceptable, and other branches for SMB PAL may be acceptable, this TAS does not seem to be acceptable with what we know right now and how we handle these sorts of things. Rejecting.

Nach: Since some people had a hard time following the above points, I put together a decision tree.

Nach: The last judge (Judge A) has since wrote back to me that in light of additional data/(counter)points, they now also favor rejection.

Summary

Nach: When we accept improvements across game versions, we only do so when there are actual improvements in the game-play by the player(s). The quality of the existing published NTSC run and this submission are practically the same. This submission did not improve upon the existing NTSC publication in any meaningful way. All time-related improvements are due to subtle version differences that the player has no control over. Since there is no improvement upon the existing publication once the version differences are factored out, this submission is not considered an improvement.
The game-play in this submission is similar to existing publications, and there does not seem to be substantial differences to warrant this submission to be published alongside them. After speaking to five judges regarding the similarities, they are all in favor of rejection. Rejecting.

Samsara: Disregard that, let's test Playground!
Samsara: Disregard that test, let's test it properly this time without accidentally using senior level permissions! ._.


1 2
9 10 11 12 13
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Habreno wrote:
So here's the issue I have with the judgement- it's 100% invalid. You discuss how NTSC makes differences to optimize nongameplay time but yet you ignore that PAL also did the exact same thing and did not adjust its framecount appropriately. If you watch the encode from 3:05 on (where 8-2 starts) you will note that at 3:12 he hits a spring, because he's wasting frames for the xx2 ending instead of the xx3 ending. Requesting rejudgement based on this glaring error in calculations.
The time consideration only matters if it were to obsolete NTSC. As I wrote in the judgment, I find that position from the outset to be lunacy, and most of the judges agreed it's absurd. I also mentioned that the times I posted may be slightly off, and you're welcome to perform your own comparisons. I also raised questions that it's hard to estimate some of it due to a variety of factors. But it doesn't matter, the reason for rejection had nothing to do with time. Also for your beloved time which I disagree with, you'd need to show more than 0.625 seconds were wasted there to argue that PAL was definitely faster.
Warp wrote:
While I appreciate the work put in the judgment text into the technical details of analyzing the speed differences in individual levels of the game between NTSC vs. PAL, I don't really understand why this analysis is there. The length of playable portions vs. non-playable portions has never been any sort of factor in determining whether a submission is publishable or not.
You are correct that the speed differences was not any sort of factor here. In my judgment I addressed various subjects people were discussing in the thread in some way, be it rule change, be it speed, be it entertainment, be it how this relates to other games, even though in the end, the judgment had nothing to do with any of those factors. I addressed the speed difference people were raising saying that based on how we view speed across different variants, I don't think such an argument holds true, and in any event requires research on how to handle certain issues. But in any case, the run was rejected for too much similarity with the original version's warp branch.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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Thanks to Nach and other judges for making the hard decision. I respect the judgment. Sorry for all the troubles this TAS has brought. My deepest gratitude to all the people who have liked this TAS and shared their opinions here. By the way, as others have also mentioned, could we have done better with our search engine? If I search "Super Mario Bros" with the current engine, the first outcome is my SMB2J FDS TAS, followed by SMAS-SMB2 TAS, SMB Wii TAS, and SMB2J Luigi TAS. That's far not the worst result. If I'm looking for BrunoVisnadi & Amaraticando's wonderful Super Mario World TAS in 09:57.1, and search "Super Mario World", the first outcome is GBA. Where is their TAS? Not even on the first page, but all alone in the second page, where people the least expect. Edit: Also, I should add that Nach's "playable time" calculation may lead to the wrong conclusion, because I deliberately wasted time in all the levels except 8-4 for entertainment in PAL version (especially 8-1 and 8-2), but I only wasted time in 4-2 in the NTSC version.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Masterjun
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HappyLee wrote:
By the way, as others have also mentioned, could we have done better with our search engine?
Protip: Scroll down to the Google Search results!
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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HappyLee wrote:
Sorry for all the troubles this TAS has brought.
Please don't be sorry. It was a very nice TAS, and I enjoyed watching it. I have placed it into my collection of TASs that I really like. Thank you for making it!
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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Habreno wrote:
So once again. I request rejudgdement based on fatal flaws in judgement issuance reasoning. 8-2 is misappropriated and even assuming that is explainable none of it should be factored in in the first place since region change does not care about anything but language change and title screen differences. These errors in the judgement issued are absurd and go against current site rules.
Since you are responding to my post, I should state that personally I don't have an argument for the judgment being wrong (as per the current rules and principles of tasvideos.org). I'm just disappointed that this was rejected, rather than published alongside the NTSC version. If the only problem with publishing this is the site rules, then perhaps those rules would benefit from some revision (but that discussion is already taking place in the proper thread, so there's no need to have it here.)
Joined: 5/23/2014
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Nach wrote:
Habreno wrote:
So here's the issue I have with the judgement- it's 100% invalid. You discuss how NTSC makes differences to optimize nongameplay time but yet you ignore that PAL also did the exact same thing and did not adjust its framecount appropriately. If you watch the encode from 3:05 on (where 8-2 starts) you will note that at 3:12 he hits a spring, because he's wasting frames for the xx2 ending instead of the xx3 ending. Requesting rejudgement based on this glaring error in calculations.
The time consideration only matters if it were to obsolete NTSC. As I wrote in the judgment, I find that position from the outset to be lunacy, and most of the judges agreed it's absurd. I also mentioned that the times I posted may be slightly off, and you're welcome to perform your own comparisons. I also raised questions that it's hard to estimate some of it due to a variety of factors. But it doesn't matter, the reason for rejection had nothing to do with time. Also for your beloved time which I disagree with, you'd need to show more than 0.625 seconds were wasted there to argue that PAL was definitely faster.
Warp wrote:
While I appreciate the work put in the judgment text into the technical details of analyzing the speed differences in individual levels of the game between NTSC vs. PAL, I don't really understand why this analysis is there. The length of playable portions vs. non-playable portions has never been any sort of factor in determining whether a submission is publishable or not.
You are correct that the speed differences was not any sort of factor here. In my judgment I addressed various subjects people were discussing in the thread in some way, be it rule change, be it speed, be it entertainment, be it how this relates to other games, even though in the end, the judgment had nothing to do with any of those factors. I addressed the speed difference people were raising saying that based on how we view speed across different variants, I don't think such an argument holds true, and in any event requires research on how to handle certain issues. But in any case, the run was rejected for too much similarity with the original version's warp branch.
So what is the purpose of all the time calculations then, if they aren't a factor? Why deliberately mislead people if that is not what you are basing your judgement on? I should not have to ask this, but apparently I do since the rejection information is extremely vague if it's not based around the "fact" that PAL is slower (which, as HappyLee mentioned, was slightly intentional since frame rules. Plus there's the unsubmitted TAS from MrWint which ties the submission because of said frame rules!). What is the reason for rejection and what argument lies behind it? Do not state "reread the judgement posted" because that judgement has all sorts of extraneous information you apparently aren't considering for your judgement. I want the pure reason without any fluff because what you've posted has a whole hell of a lot of it.
Alyosha
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Nach wrote:
I also raised questions that it's hard to estimate some of it due to a variety of factors.
You did? Where? I only see the part where you said you might be off by a frame either way. Given Hebrano and HappyLee's statements, the timing analysis seems incomplete and certainly not conclusive (and may even be incorrect.) If it doesn't factor into the judgement, I think it's better to remove it.
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I honestly think the timing discussion is a bit of a moot point, because whether or not NTSC is faster than PAL should not be what the judgement hinges upon. TASvideos is not about picking the fastest version of a game at any cost, and I'm glad for that. Instead, in my opinion, whether or not PAL SMB should be accepted and what version should be preferred should come down to the quality of the port itself, its entertainment factor and what version is considered to be 'definitive' by the audience. You can certainly argue many different ways with respect to these criteria, or also argue in favor of having two separate categories, but I don't think the time difference should be the sole determining factor here.
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Habreno wrote:
So what is the purpose of all the time calculations then, if they aren't a factor?
You quoted it yourself:
Habreno wrote:
Nach wrote:
I addressed various subjects people were discussing in the thread in some way, be it rule change, be it speed, be it entertainment, be it how this relates to other games, even though in the end, the judgment had nothing to do with any of those factors.
Let's call this thoroughness.
Habreno wrote:
What is the reason for rejection and what argument lies behind it?
Again you quoted it:
Habreno wrote:
Nach wrote:
But in any case, the run was rejected for too much similarity with the original version's warp branch.
Which was the concluding section labeled: "Judgment". Anything in prior sections is just my views on the various subjects raised in this thread and to what extent it influenced my views (or didn't).
Alyosha wrote:
Nach wrote:
I also raised questions that it's hard to estimate some of it due to a variety of factors.
You did? Where?
In my conclusions regarding the run:
Nach wrote:
If the run would discount non-playable segments
Nach wrote:
NTSC improves further if we decide that the mid-level non-playable segments must be included
Alyosha wrote:
Given Hebrano and HappyLee's statements, the timing analysis seems incomplete and certainly not conclusive (and may even be incorrect.) If it doesn't factor into the judgement, I think it's better to remove it.
Good thing the timing analysis was under the section labeled NTSC vs. PAL in practice -> This game in particular and not under Judgment.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Dwedit
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"Playable" time is one of the silliest reasons to reject a run. Look at the history of Super Mario Bros TASes, runs with longer "playable" time obsoleted the runs with shorter "playable" time because the total real time was lower. Fortunately, it's not Sonic with those damn bonus times.
Alyosha
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Nach wrote:
Good thing the timing analysis was under the section labeled NTSC vs. PAL in practice -> This game in particular and not under Judgment.
Not really, incomplete / innacurate analysis doesn't belong there, either. Having said that, I'm interested enough in the real answer here to try to work it out myself. I won't promise anything immediate, but I'll try to look at some initial stuff this weekend and post it in the game thread. Loose ends like this kind of bug me.
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I understand the decision, but I just wanted to post that I disagree with it. Prior to judgement I posted that I thought the differences were significant enough for acceptance, and I stand by that. Though the differences are small, they seem relatively significant due to the level of analysis and optimization in SMB.
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Only counted clear statements of clear preference in the form of forum posts prior to the verdict. Total count - 30 (100%) Reject - 4 (13%) Demon Lord Fog Radiant electricslide Obsolete - 8 (26%) Kles ruadath Fortranm Dacicus Kimimaru arandomgameTASer Habreno DwainiumB New branch - 18 (60%) andypanther PikachuMan Amaraticando MUGG ThunderAxe31 feos grassini Invariel Warp Ready Steady Yeti ThunderAxe31 Kung Knut boct1584 KennyMan666 Evil_3D MrWint link_7777 Personman If you have been inappropriately labeled, or missed at all, let me know (with a post link) and I'll edit this post. I'll make my thoughts on these numbers later.
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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Now imagine you didn't count 100 people who couldn't decide between Reject and Obsolete, and another 100 people who couldn't decide between Reject and New branch. Suddenly you have Reject as the best option. :D (I'm just saying that leaving out people who couldn't decide on a single option can give misleading data, not that this is definitely the case here)
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feos, You forgot to put Nach in the new branch group.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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Didn't read at all the judgement part. Movie should be published with PAL branch.
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feos wrote:
Reject - 3 (10%)
Oh right, because it's entirely TAS policy to judge submissions by vote count. That's also why this run, which had a 70% vote in favor, got accepted... :P
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Interesting how my presentation of mere facts triggered you. I'm thrilled to see what happens when I make a post with my actual thoughts about these facts.
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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Yes, before the verdict I've expressed the opinion that this run should be accepted, as a new branch. Then short after seeing the judgement, my opinion changed and I got perfectly fine with the rejection. I'm not sure what made me have this change of mind, maybe I'm just fickle person. Still, let's see about the points I've brought. First, I see you've linked two of my posts, though these are just different explaination of the same point: that the run should be accepted as a separate branch for completeness of documentation and record keeping. But on the other hand, I've actually brought a different argument, that is the cultural relevance of the PAL version of this game. Unfortunately, this argument was quickly denied by the numbers indicating the huge difference between the sales of the two versions. So, what happened? When I've seen the verdict, I wasn't mad, I was just surprised. I totally did expect the run to be accepted as a new branch, just because it looked the right decision to me. After reading the judgement text I was confused, because I totally didn't expect this new argument to be brought, that is the comparison of the playable parts alone. But if we think about, this how these kind of disputes have been always been settled on TASVideos, just as the rules about obsoletion say. Yes, I was about a new branch before, but I've changed my mind about this as well. There are some differences between the versions that make them interesting in their own ways, but the line is still razor thin. Sometimes making an objective decision is impossible, in some cases more than in others. In my new opinion, deciding to compare the two runs in order to keep only one, was the right choice, for the sake of avoiding to set a bad precedent. To me it looks that TASVideos is more about keeping gameplays than mere time records, so having both runs published would have generated confusion. However, I'm not saying this was the perfect choice, I'm just saying this was the best choice possible. There can't be perfection in the act of judging itself, since it requires a variable amount of arbitrariness, and thus there can be a variable amount of discontent people. In my humbly opinion, what does matter the most is to make a clear, definite judgement that has no ambiguity. And in this case, the most definite decision would be to pick only one out of the two runs.
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Feos wrote:
Obsolete - 10 (33%) Amaraticando
Amaraticando wrote:
Yes vote for publication, without obsoleting the NTSC TAS. Good work!
Ops? (After I talked to Amaraticando, we both agreed rejection makes more sense, before the verdict. So you can include us in Rejection.) There is no post link, so nevermind that.
Dwedit wrote:
"Playable" time is one of the silliest reasons to reject a run. Look at the history of Super Mario Bros TASes, runs with longer "playable" time obsoleted the runs with shorter "playable" time because the total real time was lower.
No, it isn't. It is the parameter used to compare 2 different versions of a game, and it has always been that way afaik.
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Since some people for some reason seemed to have a hard time following the logic I laid out (and seem to be ignoring the main section or not understanding sections which don't fit into their view), I put together a decision tree to help understand how the judgment was made.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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Before the verdict, I leaned toward accepting it as a different branch, but now I'm in favor of rejection. I think Nach's comments make sense and I respect his decision.
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Nach wrote:
Habreno wrote:
So what is the purpose of all the time calculations then, if they aren't a factor?
You quoted it yourself:
Habreno wrote:
Nach wrote:
I addressed various subjects people were discussing in the thread in some way, be it rule change, be it speed, be it entertainment, be it how this relates to other games, even though in the end, the judgment had nothing to do with any of those factors.
Let's call this thoroughness.
Habreno wrote:
What is the reason for rejection and what argument lies behind it?
Again you quoted it:
Habreno wrote:
Nach wrote:
But in any case, the run was rejected for too much similarity with the original version's warp branch.
Which was the concluding section labeled: "Judgment". Anything in prior sections is just my views on the various subjects raised in this thread and to what extent it influenced my views (or didn't).
Alyosha wrote:
Nach wrote:
I also raised questions that it's hard to estimate some of it due to a variety of factors.
You did? Where?
In my conclusions regarding the run:
Nach wrote:
If the run would discount non-playable segments
Nach wrote:
NTSC improves further if we decide that the mid-level non-playable segments must be included
Alyosha wrote:
Given Hebrano and HappyLee's statements, the timing analysis seems incomplete and certainly not conclusive (and may even be incorrect.) If it doesn't factor into the judgement, I think it's better to remove it.
Good thing the timing analysis was under the section labeled NTSC vs. PAL in practice -> This game in particular and not under Judgment.
So it's rejected for being too similar to an already-existing category yet it was barely considered by any of the judges to have it obsolete the already existing category? Before you say "we voted against obsoletion" what is the reason for voting against it? Let me just assume that the decision tree you posted is roughly accurate for your logic here. "Having a non-original replace a perfectly valid original seemed lunacy to me, and would not possibly be what typical players would expect. 3 other judges thought exactly the same from the get go, and one other suggested the same later. One judge liked the option, but was somewhat moved off it when I pointed out that comparing a modified variant to its original has issues." SMB PAL is not a port, it is a different version, and versions obsolete each other all the time. Furthermore, the concept of "original version" and "non-original version" is not on TASVideos.org in any form until you mentioned it here. SMB PAL is an acceptable version (and if it's not, that's on you, the judge, to show why, against all of the reasons presented in the thread), and given it is on the original console (NES) it is effectively an "original version". Therefore, the entire point about a "non-original replac[ing] a perfectly valid original" is invalid. If you disagree, then further explain why SMB PAL, a ROM for the NES, is not a valid version of SMB, despite being on the original console. And no, saying that it's a different framerate and therefore a different console is not enough since that logic does not hold water on its own (I'm not saying PAL NES is identical to NTSC NES, I'm aware that it runs a different framerate. The onus is on you to show that there are actual differences besides the framerate which makes PAL NES a different console entirely, since framerate alone is not enough to justify this opinion). "I further found any direct comparison hard because how do we compare framerate changes? What about all the engine differences, which goes far beyond what we normally have to worry about when we go across versions. Comparison becomes much less fair and less straight forward when in-game changes are considerable." A direct comparison is very easy - you compare from start of input to end of input, with each set of inputs at its proper framerate, and then time them. And in this comparison, PAL is ahead, because it finishes its inputs first in realtime. The framerate changes are not hard to deal with, there is zero reason this should have even been brought up. Engine differences can be slightly harder to figure out, but one can examine MrWint's dissassembly of the SMB PAL ROM to understand it further. However, I don't believe that's necessary because of MrWint's informative post on Page 6 (this is on Page 10) where he goes over a fair bit of things. Assuming we accept the fact that this should be considered to obsolete (I will go over the other side shortly), we then encounter this quote: "Any assertion 'SMB PAL is definitely faster' is in doubt. How do we account for framerate differences? What about changes to momentum, jumping distance, enemy hitboxes? What do we do with changes to non-playable segments? What do we even include and exclude in the non-playable segments? Times are cloes enough as is that without definite answers to the above, any comparison would be flawed." The only assertion that needs to be made is that, from start of inputs to end of inputs, SMB PAL is faster than SMB NTSC. This is a certain fact - you can look at the timings yourself. Now, firstly: Where in the TASVideos.org rules does it state that when comparing versions from different regions you need to factor in framerate changes? Please link me this, because I'm certain it does not exist (the only rules regarding framerate changes are obsoleting a run done with the wrong settings in the first place where a PAL run was done with NTSC settings, which is not the case here). Secondly, the only rules about comparing playable and non playable content is with regards to NTSC-U and NTSC-J. None of it is in regards to PAL. See http://tasvideos.org/MovieRules.html#NtscVsPalUsaJapanVsEurope and the section right above regarding NTSC-U and NTSC-J http://tasvideos.org/MovieRules.html#JVsU . IF you presume that the second link is also applicable to changes between NTSC-U or NTSC-J and PAL, then that rule change would need to take effect before using it in this scenario, since as the site stands now it does not state this. Moving on from that part, the next sentence, regarding momentum/jump distance/hitboxes/etc. is completely frivolous because those factors are entirely irrelevant by this point in the decision tree. These factors need to be addressed back at the "Given other variants, is this game even enough quality to consider as a valid TAS" - and even if you address them there, I'm still nearly certain that it would not change the consideration of SMB PAL to warrant a reject for poor version. Especially given it's still SMB for the NES. Regardless, I will also be assuming you wish to consider these here, just to cover the bases. Let me post a quote from the link above, regarding NTSC-U or NTSC-J vs PAL: "Console versions of PAL games run at a lower framerate than NTSC games, running at ~50Hz compared to NTSC's ~60Hz, and the games themselves are often not modified or poorly modified to accommodate to the change in timing." SMB PAL is actually an exception here in that Nintendo modified the game appropriately to create as close an experience as possible and as such this quote does not truly apply here. You can look over MrWint's post and analysis of the SMB PAL ROM to understand further here, but ultimately these considerations cannot be considered for timing changes because, as version differences due to region change involving PAL, they are not subject to timing analysis per site rules as mentioned above. Finally, as yet another point, even with your flawed timings and a "suboptimal" TAS, the difference was less than one second (I believe you stated 0.625 seconds, though I don't remember specifically) with you bending things as much as you possibly could in NTSC's favor (regardless of the fact that these comparisons are, according to your own statements, irrelevant, and according to site rules, irrelevant). If we had been using MrWint's TAS instead of HappyLee's TAS (which are identical in RTA because of frame rules) we could possibly have a TAS that, even with as much skew as you throw towards NTSC, still beats NTSC in this meaningless comparison. And yet a TAS of identical time length would prove questionable in this comparison, which only further shows that comparing gameplay content and non-gameplay content as a whole is of questionable consideration when gameplay content can affect non-gameplay content- the only true consideration here should be to consider the gameplay content and non-gameplay content together in cases where the real time of a section is identical (perhaps due to a frame rule) even with a variation in the gameplay content and non-gameplay content frame counts. Note that this does not exclude things like title screen length changes since that is entirely non-gameplay content, nor does it exclude timing changes due to text differences, since those are explicitly addressed by site rules (which happen to not be applicable in this scenario, but text differences are also not applicable in this scenario either, so it's a wash in the end). In summary, the consideration of gameplay and non-gameplay timings being separate is of questionable logic when, as in the case of SMB, a frame rule means there can be more or less gameplay frames and an inverse amount of non-gameplay frames but the real time is identical, so even if these timing comparisons were applicable under site rules... "Conclusion: I don't have the slightest idea." Then why are you even rendering a judgement if you don't know? I would certainly hope that if you had even considered obsoletion this would have been more fleshed out. A judge stating that they "don't have the slightest idea" certainly gives pause. Now, let us consider non-obsoletion but separate publication, as much as I disagree with this consideration. "As much as I would like to think this TAS was different enough, it wasn't. 3 judges I spoke with from the get go thought it was different enough, 1 did not. I then asked them how did it differ from existing and would they consider these level of differences sufficient enough to allow other NTSC vs PAL cases? At that point 2 of the judges said the differences were not large enough, and 1 other judge who was not asked prior also said it was not enough. 4/5 for reject." Firstly, judges being asked are ambiguous. Based on the 4 of 5 for reject posted at the end I am going to assume that the two judges that said the differences were not large enough were both judges that had previously stated they felt it was, though this point is unclear. The the thing to consider here is that you request differences, which is completely correct and should be done, and request how these level of differences would impact further NTSC vs PAL cases. While it is fine to ask both questions, they should be considered in sequence and in isolation. The submission at hand should always be the first consideration, with how the submission sets a precedent being a second consideration. Since we do not know how these judges would have reacted given this order, let us assume, for example, that the judges could not point out enough significant differences explicitly and for this reason changed their mind. I can presume that you would have thus stated that the judges could not explicitly find enough differences and the whole point of precedent would not have been reached. Given this point was reached, it is a possibility to assume that the differences were able to be found and only when considering precedent were minds changed, which is likely because the questions were not posed in the correct order or were posed simultaneously, which is an error in polling. If we pose the questions appropriately, it could thus be argued that the issue of precedent clouds the view of the submission, which puts the submission under undue considerations sooner than it should have been. Since we have no way of knowing, the ambiguity of this entire part, and that there are issues with the judgement in other areas as well as the logic used (applicable or not to the end decision), this part is extremely questionable, and that is without taking into account the final point below. Finally, one can argue bias and viewpoint as it was previously stated that "having a non-original replace a perfectly valid original seemed lunacy to me" which is extremely indicative of a very biased viewpoint, and there is no way to verify with certainty that the questions posed to the other judges were phrased in a way to eliminate this bias. In short, there is enough uncertainty and ambiguity and potential bias that the polling of the judges is extremely questionable and without knowing what was asked for certain it cannot be ascertained that this section of the decision tree is valid. Furthermore, there is nothing that can be said by the judge of this run that would be able to change at least my opinion regarding this facet of the decision tree. While this part of the question may be of less fact and more analysis it at least presents enough to which draw in further questions, plus it is also a part of the tree that ultimately should fall under less consideration as it is underneath an option which bears less merit than it was originally given. That all stated, if we actually assume that this part is reached, there is enough here to given pause to rejudging, despite the various issues presented, though it is certainly a part of the decision tree which has a foggy picture. To finish and summarize: In regards to obsoletion, I believe the decision against doing so was reached extremely hastily without considering the rules of TASVideos.org as they stand now. The decision posted covers a fair bit of what is described as "extraneous content not related to the decision made" and this "extraneous content" is furthermore inaccurate and also does not conform to site rules. The decision against a new branch (assuming we are not considering obsoletion) is likely the soundest part of the judgement given yet even this has its flaws due to various factors, including partially the hasty decisions made prior. If we actually consider the rules of TASVideos.org the only true contention is if this is to obsolete NTSC or reject because of suboptimality (after which we would likely then have to go through the entire process again with MrWint's TAS which likely would not have the option to reject for suboptimality, despite both HappyLee's and MrWint's TASes being of identical real time length due to frame rules). If it is somehow properly justified that this cannot obsolete NTSC under the site rules as they are now, then there is consideration for both a seperate publication and rejection for being too similar, and only if the argument against obsoletion is entirely sound could the decision of rejection truly be considered.
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This is interesting... I've never seen a ruling challenged before. Is there a process set up at TASVideos for contesting a judge's decision? If not, one ought to be set up, as I don't see arguing it out in the forums resulting in a quick resolution.
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Habreno wrote:
So it's rejected for being too similar to an already-existing category yet it was barely considered by any of the judges to have it obsolete the already existing category?
That was mentioned more times than I can count.
Habreno wrote:
Furthermore, the concept of "original version" and "non-original version" is not on TASVideos.org in any form until you mentioned it here.
You must be having a really hard time. "Original" appears 4 times on this TASVideos.org page: http://tasvideos.org/JudgeGuidelines.html which happens to be the Judging handbook. I'm sure next you'll be arguing that the judging guidelines don't actually refer to how to judge these games.
Habreno wrote:
SMB PAL is an acceptable version (and if it's not, that's on you, the judge, to show why, against all of the reasons presented in the thread)
You mean the reasons presented in the thread against it on the first pages, which quoted the Movie Rules regarding NTSC vs PAL? Many in the thread didn't consider it acceptable at all till MrWint's analysis. Also I presented my own analysis in my judging comments. Based on your comment here, it appears you're not even aware of what I wrote.
Habreno wrote:
given it is on the original console (NES) it is effectively an "original version".
This fails common sense. It's not the original version and you know it.
Habreno wrote:
The onus is on you to show that there are actual differences besides the framerate which makes PAL NES a different console entirely
Why should I attempt to prove a ridiculous claim that I never made that bears little relevance?
Habreno wrote:
A direct comparison is very easy - you compare from start of input to end of input, with each set of inputs at its proper framerate, and then time them. And in this comparison, PAL is ahead, because it finishes its inputs first in realtime. The framerate changes are not hard to deal with, there is zero reason this should have even been brought up.
I bring them up because the rules do:
  • Keep in mind that time gained solely through basic ROM differences will be discounted for the purpose of comparison. This includes:
    • differences in title screen, cutscenes, and menus (unless menus are the game's main control interface).
Being that these are our rules, it is rather obvious how some of them apply to this case. (Although as I mentioned both in judgment and again in my decision tree, some of it is not clear cut.)
Habreno wrote:
Where in the TASVideos.org rules does it state that when comparing versions from different regions you need to factor in framerate changes?
How about you tell me where the rules state that this should NOT be factored in? Since it's up in the air, I find any direct comparison to be flawed.
Habreno wrote:
Secondly, the only rules about comparing playable and non playable content is with regards to NTSC-U and NTSC-J. None of it is in regards to PAL.
Rules don't exist in a vacuum. Extrapolating from similar cases to decide how to handle cases where there are no existing laws is common practice. I'm sorry, you're having a difficult time with this. If these rules apply to cases where only the language changes, all the more so in cases where the changes are much larger.
Habreno wrote:
Moving on from that part, the next sentence, regarding momentum/jump distance/hitboxes/etc. is completely frivolous because those factors are entirely irrelevant by this point in the decision tree.
Yes of course, the point in the tree which asks the question whether something is faster and wants to know what should and shouldn't be included in that determination such as changes in how momentum works is completely frivolous.
Habreno wrote:
Let me post a quote from the link above, regarding NTSC-U or NTSC-J vs PAL: "Console versions of PAL games run at a lower framerate than NTSC games, running at ~50Hz compared to NTSC's ~60Hz, and the games themselves are often not modified or poorly modified to accommodate to the change in timing." SMB PAL is actually an exception here in that Nintendo modified the game appropriately to create as close an experience as possible and as such this quote does not truly apply here.
Thank you for proving to me beyond the shadow of a doubt that you didn't actually read my judging comments.
Habreno wrote:
with you bending things as much as you possibly could in NTSC's favor
I like how you turned questioning what should and should not be relevant into bending.
Habreno wrote:
meaningless comparison
Thank you for affirming what I already wrote multiple times.
Habreno wrote:
And yet a TAS of identical time length would prove questionable in this comparison, which only further shows that comparing gameplay content and non-gameplay content as a whole is of questionable consideration when gameplay content can affect non-gameplay content
Exactly. Thank you for questioning any such comparisons made.
Habreno wrote:
"Conclusion: I don't have the slightest idea." Then why are you even rendering a judgement if you don't know?
Why are you getting hung up on a point which didn't in the end have any bearing on the outcome? Your whole argument here would only be valid if I accepted it as a new branch, then you could argue that it was supposed to obsolete it.
Habreno wrote:
A judge stating that they "don't have the slightest idea" certainly gives pause.
A judge stating that they "don't have the slightest idea" certainly shows there are some situations that if they do come up and become relevant need further rules fleshed out. Thankfully in this case it didn't need to come to that.
Habreno wrote:
Firstly, judges being asked are ambiguous. Based on the 4 of 5 for reject posted at the end I am going to assume that the two judges that said the differences were not large enough were both judges that had previously stated they felt it was, though this point is unclear.
Nothing is unclear. I you actually bothered to read my judgment notes you would see who thought what when was made quite clear. It's even in some nice neat tables.
Habreno wrote:
it could thus be argued that the issue of precedent clouds the view of the submission, which puts the submission under undue considerations sooner than it should have been.
How about considerations for how to apply rules consistently and not being biased by a single good run for a beloved game is what moved people from their positions?
Habreno wrote:
Finally, one can argue bias and viewpoint as it was previously stated that "having a non-original replace a perfectly valid original seemed lunacy to me" which is extremely indicative of a very biased viewpoint, and there is no way to verify with certainty that the questions posed to the other judges were phrased in a way to eliminate this bias.
I'm biased yay! So were at least 3 of the judges that were asked in this case before I said anything, yay! Oh and for the record, it was stated by certain people in the thread too, so maybe the judges were biased by some discussion in the discussion thread too (the thread certainly biased me, oh and so did the other judges who moved me off my original position). More yay!
Habreno wrote:
it cannot be ascertained that this section of the decision tree is valid.
Yet all those judges still stand by the decision made. So at best you can argue that I brainwashed them. Or maybe we just call that convincing. Or maybe they convinced me in the end, which you might know if you bothered to read the judgment. You also forgot to argue that maybe the other judges don't exist at all, and I made them up. But of course we should just in fact say the decision is invalid because you don't like it.
Habreno wrote:
In regards to obsoletion, I believe the decision against doing so was reached extremely hastily without considering the rules of TASVideos.org as they stand now. The decision posted covers a fair bit of what is described as "extraneous content not related to the decision made" and this "extraneous content" is furthermore inaccurate and also does not conform to site rules. The decision against a new branch (assuming we are not considering obsoletion) is likely the soundest part of the judgement given yet even this has its flaws due to various factors, including partially the hasty decisions made prior.
You're welcome to make your own opinions and characterize others and their actions as you see fit. We're going to have to disagree.
Habreno wrote:
If we actually consider the rules of TASVideos.org the only true contention is if this is to obsolete NTSC or reject because of suboptimality
I like how none of what you just said seems to fit in with anything that is going on. It makes life fun and colorful.
Habreno wrote:
If it is somehow properly justified that this cannot obsolete NTSC under the site rules as they are now, then there is consideration for both a seperate publication and rejection for being too similar, and only if the argument against obsoletion is entirely sound could the decision of rejection truly be considered.
This already happened. You must've missed it because you don't like it.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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