Post subject: Most pointless game to TAS
Joined: 8/28/2006
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What would be the most pointless game to TAS? To start things off, I came up with these 3: - Anticipation (NES) - Solomon's Key 2 (NES) - SimCity (SNES) Melissa
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- Front Line (NES) - Clue (GEN) - Chessmaster (NES) There are many more.
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Pong.
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JXQ
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Root Beer Tapper! Damn I love that game.
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Color A Dinosaur. Though I don't think SimCity would be pointless if you could figure out a sweet way to get a Megalopolis mind-bogglingly fast.
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Solomon's Key 2 has been done, too (and rejected) ... - Static (not really a game, but that's the point) - test cartridges - Donkey Kong Jr. Math - Pacman
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Adult Manga 1 + 2 would be kinda worthless to TAS. :D
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(Regarding SimCity) It's not too hard to do it fast if you start in Freeland and use the 999999 money bug. Spend the first year getting the money, then pause the game. Build your entire city then unpause. Doing it without thinking much got me a megalopolis in 1905. It's supposedly possible to get one in 1902 or something insane like that. Melissa
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If 50 levels or so of bubblebobble is allowed, then so should pong, simcity and pacman... :) Oh and Myra, if you can pause the ingame timer, the realtime timer counts as far as the speedrun is concerned ;)
qfox.nl
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We already have a TAS for simcity!
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Monopoly. :P
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I actually don't think ChessMaster is pointless, although it probably is from an entertainment perspective. Finding the fastest way to beat a chess player when you know exactly what move they will play next is an interesting computer science problem, somewhat different to an unknown opponent like the traditional chess algorithms. Melissa
Joined: 6/25/2006
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I imagine the Chessmaster one could be interesting, as it would really just be an analysis of any weaknesses the AI has at any given skill level. Against a basic difficulty level, it may even be possible to do 2 or three move checkmate, but against a Grand Master, it would be extremely difficult to obtain the fastest possible time (I'm assuming the AI would completely ignore any bad moves, not just decrease the probability of doing them). Really, to achieve the best time at this would be similar in theory to obtaining an 'always win' strategy for Chess, although obviously much easier. (That is, you would have to analayse literally billions of possible outcomes at every move).
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I remember a game called Nice Cats....which was basically a half-hour long film ripping of 'The Aristocats' without the cool humour. After all that you colour in pictures. THAT would be a pointless TAS.
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Phoenix Wright (the japanese ones on the GBA). Any fixed-speed sidescroller. Puzzle games with one solution (like Phoenix Wright).
Voted NO for NO reason
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I think it's kind of funny that 5/6 of the games mentioned first already had attempts at TASes. - Solomon's Key 2 (NES) - SimCity (SNES) - Front Line (NES) - Clue (GEN) - Chessmaster (NES)
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What's wrong with Pac-Man? I want to see Pac-Man!
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I can see why theres no pac-man TAS, the sound would piss everyone off. But Mrs. Pac-man was a really good game (as was Pac-Man). Any other GOOD games that would make a pointless TAS?
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Bag of Magic Food wrote:
What's wrong with Pac-Man? I want to see Pac-Man!
It... never ends.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
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primorial#soup wrote:
It... never ends.
In fact Mrs. Pac-Man on the Genesis had a sort of storyline.... Can't remember how many stages there were, but it told the story of how the two met (??????), eventually the had a baby Pac-Man. (from the stork, any other means would just be wrong).
Mitjitsu
He/Him
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There is a WR for Pac Man in the Guiness Book of Records somewhere (and for Donkey Kong as well) . It says that the game crashes eventually.
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Same with Galaga, on level 255.
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AKA wrote:
There is a WR for Pac Man in the Guiness Book of Records somewhere (and for Donkey Kong as well) . It says that the game crashes eventually.
Wikipedia wrote:
The game technically has no end; the player will be given new boards to clear as long as Pac-Man does not lose all of his lives. However, due to a glitch in the game the right side of the 256th board is a garbled mess of text and symbols rendering the level unplayable. This occurs because of a bug in the subroutine that draws the fruit at the bottom of the screen that indicate the current level. Normally, at most 7 fruits are displayed, regardless of the current screen, but since the level number is stored in a single byte, level 255 ("FF" in hexadecimal) rolls over to 0 in the subroutine, and 256 fruit are drawn, corrupting the bottom of the screen and the entire right half of the maze.
Pac-Man does crash, in the 256th (not 255th :P) level.
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That's very strange. Is there any reason why it can't play by the rules of hexadecimal?
JXQ
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That is hexadecimal rules. It's just rolling over since it was only an 8-bit memory location.
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