Posts for Aran_Jaeger

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Aran_Jaeger
He/Him
Banned User, Player (9)
Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
For the VS COM Expert mode, I have recently taken a look into the different initial monster placement patterns that Toad aswell as Toad's opponents can start out with (neglecting differences between 2 any patterns that solely come from the monster sprites being different while arrangement/constellation and colour distribution is the same) by going through different RNG values that I fixed to check what pattern would be produced and went through them in order case by case using SNES9X's ''cheat'' tool, and it looks like the patterns that I found should be all that exist (though I didn't check all 256 different RNG value cases generally). With ''pattern'' in the following, I refer to these, which doesn't necessarily include fairy/crow position sequences during rounds aswell as the positions and colours of dropped or otherwise spawned objects, aswell as the opponent's sequence of actions. Right after a round ends (before a new round or end of match occurs), the RNG increments by 1 continuously for every frame without any jumps anymore that seem only to be induced during rounds. Quick overview of opponents in order of appearance: Katsini (Easy starts here) Galrog Harley Q SamSpook (Normal starts here) Sven Parrotor Mssr Boo (Hard starts here) Aqualea Razor Tad Rock Thak Lizardon Sarissa Mangylox Dedar Carlton Harry H Wario - - - Expert mode Toad patterns for VS COM: Against Katsini & Galrog: Against Harley Q & SamSpook: Against Sven: Against Parrotor & Mssr Boo: Against Aqualea & Razor: Against Tad Rock: Against Thak: Against Lizardon & Sarissa & Mangylox: Against Dedar & Carlton: Against Harry H & Wario: - - - Expert mode opponent patterns for VS COM: Generally there is 16 patterns, but for Aqualea apparently only 8 exist and for Sven only 10. Katsini & Galrog patterns: Harley Q & SamSpook & Parrotor & Mssr Boo & Tad Rock & Thak & Mangylox & Carlton & Wario patterns: For Harley Q, Parrotor, Mssr Boo, Tad Rock, Mangylox, Carlton, and Wario, the same RNG values appear to cause the same patterns, but for Thak and SamSpook it is different (but for those two, the same RNG value causes the same pattern, apparently). Sven patterns: Aqualea patterns: Razor & Lizardon & Sarissa & Dedar & Harry H patterns: The same RNG value appears to causes the same Razor & Lizardon patterns, but not Sarissa, Dedar, and Harry H patterns (but for Sarissa & Dedar & Harry H, the same RNG apparently causes the same pattern). - - - - - Toad-pattern-to-RNG-value correspondence (for VS COM, Expert mode): For each scheme below, the numbers 1 to 16 in the left coloumn refer and correspond to Toad-side patterns from the above Toad-pattern overview images for a given opponent, in such a way that ''1'' refers to the Toad-side pattern in the top left corner (within an overview image, consisting of 2 rows with each covering 8 unique patterns, except for Sven there is only 1 row), then ''2'' refers to the pattern to the right of what ''1'' refers to, and so on up to the top right corner being pattern ''8'', followed by the patterns ''9'' to ''16'' from the left to the right in the 2nd row. So it is like this: ------------------------------ | 1, 2, 3, 4, 5 ,5, 6, 7, 8 | | 9,10,11,12,13,14,15,16| -------------------------------- Since the sets of RNG values that produce a same pattern seem to be constant over all opponents, not all Toad-pattern-to-RNG-value correspondences have been explicitly tested. An example to understand the following scheme: Mssr Boo beneath is listed to the right of the ''|'' separator, so e.g. the RNG value 04 causes Mssr Boo's pattern 6 (and for example B7 also causes that pattern). Vertical pairs of asterisks ''*'', and horizontal circle ''°'' pairs highlight RNG values that only differ by 1 --- Katsini | Galrog: Harley Q | SamSpook: Parrotor | Mssr Boo: Tad Rock | : Thak | : 1|6: (04, *12, 20, *37, 3B, *57, 66, *72, 80, *97, 9B, *B7, C6, *D2, E0, *F7) 2|10: (0A, 17, 29, 32, 49, 4E, 69, 77, 89, 92, A9, AE, C9, D7, E9, F2) 3|7: (05, *11, 1F, *36, 48, *56, 67, *71, 7F, *96, A8, *B6, C7, *D1, DF, *F6) 4|12: (0C, 24, 38, 3F, 51, 5D, 6C, 84, 98, 9F, B1, BD, CC, E4, F8, FD) 5|11: (00, 1A, 1C, 2C, 45, 5A, 60, 7A, 7C, 8C, A5, BA, C0, DA, DC, EC) 6|1: (0B, 23, 3A, 3E, 50, 63, 6B, 83, 9A, 9E, B0, C3, CB, E3, °FA, °FB) 7|3: (03, 18, 2A, 33, 4A, 4F, 6A, 78, 8A, 93, AA, AF, CA, D8, EA, F3) 8|15: (06, 16, 28, 31, 43, 4D, 68, 76, 88, 91, A3, AD, C8, D6, E8, F1) 9|13: (02, 14, 27, 2F, 42, 4B, 5B, 74, 87, 8F, A2, AB, BB, D4, E7, EF) 10|2: (09, 10, 1E, 35, 47, 55, 62, 70, 7E, 95, A7, B5, C2, D0, DE, F5) 11|5: (15, 26, 30, 41, 4C, 5C, 75, 86, 90, A1, AC, BC, D5, E6, F0, FC) 12|4: (13, 21, 2D, 3C, 58, 64, 73, 81, 8D, 9C, B8, C4, D3, E1, ED, FE) 13|9: (08, 0E, 1B, 2B, 44, 53, 5F, 6E, 7B, 8B, A4, B3, BF, CE, DB, EB) 14|16: (19, 22, 2E, 3D, 59, 65, 79, 82, 8E, 9D, B9, C5, D9, E2, EE, FF) 15|8: (01, 0F, 1D, 34, 46, 54, 61, 6F, 7D, 94, A6, B4, C1, CF, DD, F4) 16|14: (07, 0D, 25, 39, 40, 52, 5E, 6D, 85, 99, A0, B2, BE, CD, E5, F9) --- Sven: (Here, there exist only 8 different Toad-patterns, generated by pairing/merging RNG-sets that originally determined the 16 patterns) 1,6: (04, *12, 20, *37, 3B, *57, 66, *72, 80, *97, 9B, *B7, C6, *D2, E0, *F7) (0B, 23, 3A, 3E, 50, 63, 6B, 83, 9A, 9E, B0, C3, CB, E3, °FA, °FB) 2,10: (0A, 17, 29, 32, 49, 4E, 69, 77, 89, 92, A9, AE, C9, D7, E9, F2) (09, 10, 1E, 35, 47, 55, 62, 70, 7E, 95, A7, B5, C2, D0, DE, F5) 3,7: (05, *11, 1F, *36, 48, *56, 67, *71, 7F, *96, A8, *B6, C7, *D1, DF, *F6) (03, 18, 2A, 33, 4A, 4F, 6A, 78, 8A, 93, AA, AF, CA, D8, EA, F3) 4,12: (0C, 24, 38, 3F, 51, 5D, 6C, 84, 98, 9F, B1, BD, CC, E4, F8, FD) (13, 21, 2D, 3C, 58, 64, 73, 81, 8D, 9C, B8, C4, D3, E1, ED, FE) 5,11: (00, 1A, 1C, 2C, 45, 5A, 60, 7A, 7C, 8C, A5, BA, C0, DA, DC, EC) (15, 26, 30, 41, 4C, 5C, 75, 86, 90, A1, AC, BC, D5, E6, F0, FC) 8,15: (06, 16, 28, 31, 43, 4D, 68, 76, 88, 91, A3, AD, C8, D6, E8, F1) (01, 0F, 1D, 34, 46, 54, 61, 6F, 7D, 94, A6, B4, C1, CF, DD, F4) 9,13: (02, 14, 27, 2F, 42, 4B, 5B, 74, 87, 8F, A2, AB, BB, D4, E7, EF) (08, 0E, 1B, 2B, 44, 53, 5F, 6E, 7B, 8B, A4, B3, BF, CE, DB, EB) 14,16: (19, 22, 2E, 3D, 59, 65, 79, 82, 8E, 9D, B9, C5, D9, E2, EE, FF) (07, 0D, 25, 39, 40, 52, 5E, 6D, 85, 99, A0, B2, BE, CD, E5, F9) --- Aqualea | Razor: Lizardon, Sarissa | Mangylox: Dedar | Carlton: Harry H | Wario: 1|1: (04, *12, 20, *37, 3B, *57, 66, *72, 80, *97, 9B, *B7, C6, *D2, E0, *F7) 2|2: (0A, 17, 29, 32, 49, 4E, 69, 77, 89, 92, A9, AE, C9, D7, E9, F2) 3|3: (05, *11, 1F, *36, 48, *56, 67, *71, 7F, *96, A8, *B6, C7, *D1, DF, *F6) 4|4: (0C, 24, 38, 3F, 51, 5D, 6C, 84, 98, 9F, B1, BD, CC, E4, F8, FD) 5|5: (00, 1A, 1C, 2C, 45, 5A, 60, 7A, 7C, 8C, A5, BA, C0, DA, DC, EC) 6|6: (0B, 23, 3A, 3E, 50, 63, 6B, 83, 9A, 9E, B0, C3, CB, E3, °FA, °FB) 7|7: (03, 18, 2A, 33, 4A, 4F, 6A, 78, 8A, 93, AA, AF, CA, D8, EA, F3) 8|8: (06, 16, 28, 31, 43, 4D, 68, 76, 88, 91, A3, AD, C8, D6, E8, F1) 9|9: (02, 14, 27, 2F, 42, 4B, 5B, 74, 87, 8F, A2, AB, BB, D4, E7, EF) 10|10: (09, 10, 1E, 35, 47, 55, 62, 70, 7E, 95, A7, B5, C2, D0, DE, F5) 11|11: (15, 26, 30, 41, 4C, 5C, 75, 86, 90, A1, AC, BC, D5, E6, F0, FC) 12|12: (13, 21, 2D, 3C, 58, 64, 73, 81, 8D, 9C, B8, C4, D3, E1, ED, FE) 13|13: (08, 0E, 1B, 2B, 44, 53, 5F, 6E, 7B, 8B, A4, B3, BF, CE, DB, EB) 14|14: (19, 22, 2E, 3D, 59, 65, 79, 82, 8E, 9D, B9, C5, D9, E2, EE, FF) 15|15: (01, 0F, 1D, 34, 46, 54, 61, 6F, 7D, 94, A6, B4, C1, CF, DD, F4) 16|16: (07, 0D, 25, 39, 40, 52, 5E, 6D, 85, 99, A0, B2, BE, CD, E5, F9) (For opponent-side patterns, the opponent-pattern-to-RNG-value correspondence might be very similar, but remains to be looked into.) --- Further information on the RNG, by droodjerky: [quote droodjerky] droodjerky - 11/02/2017 I'm not sure how widely it is know at this point. So, I'll post here. The bomb RNG in Wario's Woods (SNES) is fully figured out. There is a very short method to figure out your RNG and I can use that to output RNG lists for all the monster layouts. It is also possible to easily change your current RNG. How the game chooses which monster layout to use is also figure out. This is all VS COM. Manipulating that is pretty much TAS only. THE RNG STRING: At 83B138, in the rom, there exists a list of values that is 256 items long. Each of these items is between 0 and 255. Here is an actual snippet from that list: [73, FF, 04, AC] These are Hexadecimal numbers. THE RNG OFFSET: The game uses the value stored at s000068 to determine where to grab items from the list. This is Static RAM and is not cleared on console reset. This value goes up by 64 every round. There are 3 rounds per stage, assuming you win each round. 64 * 4 = 256, so the RNG will loop around to the initial value every 4 rounds. If it starts at 1 it goes 1 -> 65 -> 129 -> 193 -> 1. This value also goes up by 1 for every bomb dropped on the demo screen. More may affect this, I haven't checked beyond VS COM and the demo. BOMB CHOICES: The choices for colors of bombs are stored at 7E0A5C. It's always in this order, [green,red,white,pink,blue,yellow,black,cyan] If a color is missing from the round, the one to the right on the list is shifted left. So, a round with red, pink, yellow, cyan, would be [red,pink,yellow,cyan] At 7E0A5B the value for how many colors are on the board is kept. STARTING A ROUND: The game starts, the offset is whatever it was when last the game was played. Any difficulty is chosen in VS COM. The game "slices" a list from the RNG list, starting at the offset. If the offset is 0, you get [73,FF,04,AC,...] This list is then loaded into memory at 7E0AAC to 7E0A6D. That means it is loaded reverse into memory. THE BOMB IS CHOSEN: When a bomb is to be dropped, the next value in the RNG slice is loaded. This number is divided by 15 and the remainder is taken. This number is then compared to the number of colors left on the board. The number of colors is then subtracted, again, and again, until this value is less than the number of colors. It has to be less because arrays start from 0. An array of [red,pink,yellow,cyan] is 4 long, but the last address is 3. 0,1,2,3. It then uses the value that is left to pick a color from the bomb choices address. THE EXAMPLE: Game turns on, the bomb RNG is the same as it was when the game was turned off. We get offset 0. We load a round, and get the colors [red,pink,yellow,cyan] We get a list of RNG starting from position 0. All the values load into memory. We are about to get a bomb drop. We get value 73(hex) from the RNG slice. We have 5 colors on the board. 73 / 15 gives us 13 remaining. 13 - 5 - 5 = 3 The game loads position 3 from the bomb choices array. We get cyan. THE UPSHOT: Once your offset is found, the entire list of possible bomb drops (assuming no colors have been removed from in the round) can be created. This should allow players to plan the later stages of the game out, since this seems to be where a lot of time is lost. There is probably a really nice offset that will give good RNG in the last few stages most of the time. Since I am terrible at the game I haven't gotten to this part. You offset can be found by loading the first stage on hard and comparing your bomb drops against the full list of RNG. You will probably need to drop 15-20 bombs to be sure of your offset. Since the bomb list is stored in reverse in memory, you will NEED TO GO BACKWARDS THROUGH THE FULL RNG LIST TO FIND YOUR OFFSET. If you get a bomb that matches offset 255, then you check against position 254 for the next bomb. Then 253, etc... There will probably be 2 or 3 places in the list that match your bomb pattern for quite a few bombs. Drop 20, on the high end, to be sure. [/quote] And a ZIP file that was provided by droodjerky: https://cdn.discordapp.com/attachments/111326680978579456/376072968297644032/First_Stagehard_Layouts_With_FULL_RNG_STRING.rar - - - - - Further resources, information, aswell as questions that one can look into: By pressing Up, one can get onto a pile of objects, and by pressing L or R, one can immediately turn and kick to the Left or Right. By pressing Select and Start at the same time, one comes back to the main menu. If one kicks and holds the button, then Toad will stay in the kicking sprite, and the same holds for laying an object onto something (high or low, for different sprites) or grabbing an object when there is none. Apparently, there is a (rare) Lose condition where the action of grabbing an object (to carry it over Toad's or the opponent's head) while only 1 air tile is remaining (above Toad or the opponent, respectively) just at the right time when the fairy or crow tries to place an object at the same spot makes the game think the space is completely filled, and causes Toad or respectively the opponent to lose the round. An old graphical ''phantom stack'' glitch during lessons mode: https://www.youtube.com/watch?v=g35RZpBzZ4Q An old glitch during lessons mode where a moving object due to a kick appears in the next lesson if the current lesson is cancelled while it moves: https://www.youtube.com/watch?v=uRB0M_Dfegc ''In the Lessons Mode, under Chain Reactions #8, right next to Toad there is a green bomb next to two green Fuzzes in a row. According to the rules of Wario's Woods, the green bomb should clear the row of green things. But, when you start the lesson, the bomb doesn't explode! When you press X to start the chain reaction, the green bomb Toad was holding drops, and the row of green stuff is finally cleared.'' At the beginning, the RNG behaves in a straight-forward way where it increments by 1 every (non-lag) frame and loops from 256 (FF) back to 0, and It looks like TAS files don't desynchronize if one adds any multiple of 256 blank frames at the beginning (so that the RNG loops around more times). For any opponent, it seems to hold that from the screen where they talk to Toad up to the end of the last round against them, the patterns on both sides for all (3) rounds cannot be influenced anymore (including the behavior of the opponent (for a given fixed Toad behavior) and its fairy with positions and bomb colours staying the same as long as one doesn't influence the opponent's playing field e.g. by lowering their ceiling, including where on Toad's side an opponent spawns piles of monsters from chain explosions staying the same while the pile's colour depends on time), so that RNG manipulation seems to only be applicable (by waiting) before the 1st opponent or during Toad-victory screens over a current opponent (each time for the next 3-round-patterns determining RNG). However, the opponents' behavior would still depend on how Toad influences their playing field. Between any 2 opponent matches, on the Toad-victory screen, it seems to not matter for the first few (around as long as the opponent holds down to make bombs fall faster) fairy positions (which possibly are a fixed remnant from the last round against the previous opponent) on Toad's and the next opponent's side for the 1st round how long one waits for changing the RNG. Other than this, it seems that the behavior of Toad's fairy (and probably crow) is only influenced by occupying spawn slots at the ceiling with Toad and/or monsters/bombs to make the fairy appear elsewhere; but holding down doesn't seem to change the fairy's bomb colours nor positioning sequence and just speeds it up. If the number of frames (outside of lag frames, possibly) that have passed (compared to some initial reference frame) already determine the pattern that one gets for the 3 rounds against any opponent, so that it doesn't matter if one finishes some quick 3-round patterns and then waits up to some frame until one chooses the RNG that determines the next 3 rounds, or if one instead finishes some 3-round patterns slower and has to wait less to get to the same RNG value that provides the same 3-round patterns for the next opponent, then this means that some 3-round patterns may not have to be optimized fully for a TAS, provided that the fastest possible TAS has to wait some frames between the matches against the opponents (so that a small variety of other slower 3-round patterns could still make it in time and just wait a little less due to having less of a buffer time). After every fairy-raven cycle, the fall speed increases by 1(?) The own rock can be pushed up either with 4 objects destroyed in a row or with 3 if they are placed diagonally(?) A chain where initially 5 monsters are destroyed in 1 explosion, and 5 new monsters exploding as consequence of that later generates only 1 gem(?) The general structure of Toad- and opponent-patterns can be characterized and checked for properties they might have that could be useful to know about (like e.g. symmetry, cyclic arrangement, 2x2 block structure, shifts of monsters row- or coloumn-wise,...). Correlations between patterns: Are there different Toad- or opponent-patterns that are (partially or completely) the same (for different opponents) or isomorphic (i.e. the same except of a colour permutation), or similar to or constructed from another pattern in some way? What are the numbers of monsters and different colours (and monsters per colour) per pattern? What is the fall speeds of dropped objects on Toad's or an opponent's side, for all opponents. Does the opponent's RNG and movement/behavior depend on Toad's side in case one doesn't directly influence the opponent's side? Which different 3-round pattern sequences exist generally? - - - - - I went through VS COM Expert mode runs from the speedrun leaderboard for Warios Woods and wrote down the patterns (with same number referencing as above) that occured on both sides of the screen for the individual videos and individual opponents in an attempt to make out patterns: Mssr Boo: (1,2)>... (13,15)>... (13,15)>(4,14)>(6,6) (15,3)>(7,8)>(6,7) (7,8)>(2,7)>(8,15) (6,3)>(1,8)>(14,7) (16,12)>(4,13)>(6,3) ''(15,3)>(7,8)>(6,7) & (7,8)>(2,7)>(8,15)'' shows that it is not just 1 pattern-sequence that the RNG just runs through for both sides at the same time, since (6,7) or (2,7) could follow after the same pattern (7,8). --- Aqualea: (2,4)>(8,3)>(3,7) (14,1)>(12,5)>(6,2) (3,7)>(1,6)>(14,1) (5,4)>(14,3)>(12,7) (4,7)>(1,8)>(3,6) --- Razor: (11,4)>(16,14)>(4,6) (3,8)>(1,7)>(14,14) (13,13)>(7,12)>(2,15) (6,2)>(14,12)>(12,13) (7,14)>(2,6)>(3,2) --- Tad Rock: (15,15)>(13,11)>(16,10)[>(4,1)] (10,7)>(15,15)>(5,11) (14,12)>(12,13)>(1,3) (5,11)>(13,10)>(5,1) (6,2)>(10,1)>(15,10) --- Thak: (7,2)>(2,12)>(8,15) (16,10)>(4,3)>(1,8) (7,2)>(2,12)>(8,15) (11,11)>(9,10)>(7,1) (6,6)>(7,2)>(2,12) --- Lizardon: (2,4)>(8,3)>(11,8)[>(9,7)] (16,7)>(4,15)>(1,11) (2,4)>(8,3)>(3,8) (6,16)>(6,15)>(16,11) (10,16)>(15,15)>(13,11) ''(6,16)>(6,15)>(16,11)'' shows that the same Toad-pattern can occur at least twice (but maybe even 3 times) in a row (in this case pattern 6 twice in a row), which may be important to know for TASing the VS COM Expert mode, if some Toad-pattern is just generally more favourable compared to others (among a given set of at most 15 alternatives). Additionally, it seems odd that (4,15), (6,15), and (15,15) as 2nd rounds all use pattern 15 on Lizardon's side (given that above are just some more or less random 5 samples and that one would expect any of the 16 patterns to be possible if they are somewhat uniformly distributed), aswell as that (1,11), (16,11), and (13,11) as their afterwards following 3rd rounds all have pattern 11. (For the Sarissa cases beneath, something similar can be observed.) --- Sarissa: (9,13)>(5,12)>(14,15) (13,8)>(16,7)>(4,14) (7,11)>(2,7)>(8,14) (8,12)>(11,13)>(9,3) (4,5)>(6,9)>(14,4) --- Mangylox: (16,10)>(4,1)>(6,5) (9,16)>(11,4)>(16,14) (6,2)>(10,1)>(15,10) (1,3)>(3,8)>(10,7) (13,13)>(7,12)>(2,15) --- Dedar: (4,6)>(11,2)>(9,13) (14,6)>(7,2)>(2,13) (10,10)>(15,3)>(5,8) (7,1)>(2,5)>(3,9) (16,10)>(4,6)>(11,2) ''(4,6)>(11,2)>(9,13)'' & ''(16,10)>(4,6)>(11,2)'' shows the sequence (4,6)>(11,2) appearing twice among 5 samples, which I'd find unlikely, so this might be an indicator that there actually wouldn't be that many ways in which new patterns can follow other patterns. --- Carlton: (14,14)>(12,6)>(5,2) (16,10)>(4,1)>(6,5)[>[7,9)] (5,2)>(13,13)>(7,12) (3,10)>(10,7)>(15,3) (3,8)>(10,7)>(15,15)[>(5,11)] And above we have 2 different patterns leading into the same with (3,10)>(10,7) & (3,8)>(10,7). --- Harry H: (12,5)[>(6,9)>(10,14)>(15,7)>(5,3)] (2,12)>(8,15)>(11,11) (4,12)>(6,9)>(14,4) (15,3)>(5,8)>(13,7) (8,15)>(3,11)>(1,10) --- Wario: (14,12)>(12,13)>(1,3) (11,4)>(16,14)>(4,6) (8,11)>(9,16)>(11,4) (6,8)>(16,7)>(4,15) (11,4)>(16,14)>(4,6)
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
He/Him
Banned User, Player (9)
Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
[quote ViGadeomes]There is a NES/FDS version, is there any difference? Which one is better to TAS ?[/quote] Oh sorry, it seems like I totally overlooked this post. But I only have looked into the NES version, so I have no idea if there may be any differences in level count, order or structure, or mechanics, enemy and item distribution (especially carrots), or lag behavior or enemy AI. I think the most relevant part that one would want to look into would be lag differences, because lag frames make up most of the TAS in the NES case, and it's optimization probably would take the longest time, whereas different routes and some sporadic inputs at single frames throughout some levels to manipulate how enemies walk should be rather quick to test.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
He/Him
Banned User, Player (9)
Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
I have tested controller 2 inputs now. Longer ago when I made an initial movie file and a post about my observations about the game, I already had tested which controller 2 buttons have any influence at all, and it still seems that Up, Down, Right, Left, X, Y, Select, Start have no influence, except for resetting the game with Select+Start+L+R. Only A and B have an effect otherwise. With B-presses one stops the clock from counting down, but since lower remaining times on the clock are better for avoiding the need to wait longer to be able to advance past scoreboard screens, one wants to use pairs of B-presses instead (between which there shouldn't be any controller 1 A-presses, because those will then not reduce the clock time while the yellow clock is broken). By using pairs of B-presses during an image search one can manipulate the RNG without losing time, and because the total number of B-presses isn't fixed for controller 2, one can test many different numbers of B-presses and B-press patterns. Using this on image 1 (for the purpose of preventing that 1 remaining frame with which the initiation of the 2nd image search is delayed), I quickly got my 4 of 5 different pattern cases for the 2nd image (which took me much longer with just controller 1 inputs and the restrictions for it), but even after spamming B-presses on controller 2's side over and over while fast-forwarding through the movie to see what the image 2 pattern would be like, I still never got the 1 pattern I would have needed there, which makes me more confident that it is just generally impossible without that 1 frame delay. Other than this, with controller 2's A-presses one can move the magnifying glass, but it will be the slow movement case (as if one were holding a direction on controller 1 without holding Y at the same time for fast movement of the magnifying glass), independently of controller 1's inputs (so that moving towards e.g. Waldo with controller 1 and adding A-presses on controller 2 to that will not stack or add up to faster movement, but controller 2 inputs just take priority over what controller 1 does, even if controller 1 would want to move the magnifying glass in the opposite direction). And holding Y on controller 2 together with A on controller 2 will not make the magnifying glass move faster (as fast as directional inputs on controller 1 with Y makes the magnifying glass move already anyway). I have also tested spamming controller 2 inputs during each of the image searches to check if it'd allow to reduce lag/loadtime after a search finished so that one can advance past the individual next scoreboard screens even just 1 frame earlier, and this didn't seem to be possible in any of the 5 cases either. I also thought of making use of the slower magnifying glass movement that is caused by pressing A on controller 2 for a situation where the magnifying glass would need to move in a ''zigzag'' way, in case the amount of pixels that the magnifying glass would move this way (in the frame in which one makes it move via controller 2 instead of controller 1) would be different from how far the magnifying glass is moved with controller 1 in 1 frame when Y isn't held, to see if it'd barely allow to collect Waldo before turning around and moving towards Whitebeard's scroll so that one could collect the latter item 1 frame earlier in cases in which using controller 1's slow magnifying glass movement couldn't do it by simply releasing Y for 1 frame. However, pressing A on controller 2 forces the magnifying glass to move closer towards Waldo as long as Waldo isn't collected yet, and if Waldo was collected, then it would move the magnifying glass towards Whitebeard's scroll, but in all 5 fastest image patterns Waldo is collected after Whitebeard's scroll, so there wasn't even a relevant situation to test this idea out. Hence, my conclusion is that controller 2 inputs appear to not allow to collect Waldo and Whitebeard's scroll faster or earlier, and don't seem to help for RNG-manipulation or lag-reduction, so that the avoidance of the ''Special Parents Feature'' can be left out, because it doesn't seem to help either way (and I will update this in the submission text). Interestingly enough though, the booklet seems to lie, because I was able to add A-presses and B-presses for controller 2 (aswell as any other seemingly irrelevant controller 2 inputs) without having to collect Woof on the image where I added those inputs or any images afterwards.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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I see, c-square, and I'll investigate this to check if it can be used to improve it further, for an alternate movie. However, if the booklet is to be trusted in it's explanation on how the ''Special Parent Feature'' works, then according to its annotation with the asterisk at the bottom of page 7 in the booklet, one also needs to collect the so-called dog Woof if one makes use of it, which triggers some kind of bonus mini-game. And this in itself would likely already waste much more time on each image in which one would want to make use of the feature. Here's an example of what collecting Woof does and looks like: Link to video Edit: I did place a timestamp for the above video, but apparently it doesn't work that way. One can jump to 1:56 to observe the relevant Woof interaction.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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[quote feos] Since both this run and its "hard mode" counterpart are done and comparable, I think it's a good time to officially prefer one of them, because honestly, I don't anticipate any game-changer (pun unintended) improvements to either of them. And as explained above, I don't see any reasons against hard mode. Which means I plan to reject this one, while asking Aran Jaeger to submit his version instead. [/quote] Alright, in this case I'll try to prepare and finalize a submission for the Expert mode then within this week, and hope that is a sufficient, reasonable/acceptable time-frame (and at least it'd also give Le Hulk and maybe others time to respond or state their opinions on the decision). At least I'd like to check over it one more time before I submit it, and maybe add a few artistic details to make it a more interesting watch without losing time (provided that's possible).
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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Well, in response to [quote c-square] Thanks again. Voted no for entertainment, but I think this makes a good addition to the vault. Leaving it up to the judge as to whether the lower difficulty setting is appropriate. [/quote] I wanted to point out that technically, I would have a movie file ready (since around September 2018) with some info for ''highest difficulty'' mode (which would be ''Expert'' mode in this case instead of ''Normal'' mode) which might constitute a potential alternative to this submission in the future, provided that it wouldn't be acceptable to have 2 TASes (1 for Normal mode, and 1 for Expert mode) published (or in the Vault) at the same time: http://tasvideos.org/forum/viewtopic.php?t=20440 . And I think in that case it would come down to which mode would be preferred. Other than this, as provided in that linked thread, for Expert mode, there is (at least) 5 different ways in which items can be spread around any given image, whereas according to LeHulk there's 4 options for each image in Normal mode (or there could possibly also be 5 options, but personally, I have not looked into that myself). Furthermore, at least for Expert mode I can confirm that button presses in the short time-frame starting at the first frame at which a new image search can be started and up to the frame before it is started/initiated can influence the RNG that determines which image pattern one gets, too. But again, I haven't tested this for Normal mode. But if such were also applicable in Normal mode, then according to [quote LeHulk] The best I could do was: delay 2 frames for the first level, and 1 frame for the second level. [/quote] this would at most allow to reduce 1 frame (directly, neglecting potential consequential further time-saves or time-loss if e.g. the amount of lag would change later on, but I'd estimate that later additional changes of this kind would be very small if they would even happen to begin with), namely in the first instance where a 2 frames delay occured, if it were possible with inputs on the first frame to manipulate the RNG such that one could start the next image on the next frame, instead of waiting 2 frames and triggering it on the 3rd frame. Also, as far as I know, in Expert mode (at least) it seems to be impossible to influence the RNG for later image searches via inputs done during a previous image search (as long as lag frame appearances and total frame count stays the same), but according to LeHulk, this is possible in Normal mode, if I understand the following correctly: [quote LeHulk] The pattern is randomly seeded depending on which frame I start a level, but it seems that my exact behaviour inside of a level can also affect the pattern I get in the next levels. [/quote]
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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On the topic of graphical disruption and how much of that occurs overall in currently starred movies ( http://tasvideos.org/Movies-Stars.html ), I thought it'd be a good idea to get a better overview, so I could have a better orientation on how the 100% SM TAS compares in that regard to other movies. Generally saying, according to what I could find (by checking out a few timestamps in every movie's youtube video alongside slowly going over the smaller screenshots that pop up on the bottom timeline of the videos for later parts that are loaded) only a few (around 10%, i.e. 11 movies) of the currently 110 starred movies seem to have graphical disruptions that I'd deem to be either close/similar to or weaker forms of disruptions compared to where I'd see the 100% SM TAS being placed (if there were something like a scale for different degrees of graphical disruption): - - - Cases of fast screen scrolling that can make it hard to follow a player's movement: Genesis Sonic the Hedgehog 2 by Zurggriff & Aglar in 17:40.08 : https://youtu.be/w4WwrkPJw74?t=284 (various walls scroll through the screen for a rather short amount of time, and technically, the graphics are intact and show up the way they likely are supposed to) SNES Biker Mice from Mars "final round" by Baxter in 05:12.62 : https://youtu.be/npVmTHhw9_M?t=215 (rapid scrolling of the track towards various directions over the screen for most of the time during all tracks, but again, the graphics are intact and show up the way they likely are supposed to) - - - Case(s) of possibly seizure-inducing backgrounds: SNES EarthBound by chatterbox in 1:09:47.67 : https://youtu.be/HXT3pNbC31c?t=3276 (bright background ''noise''/patterns occuring for about 50 seconds that one could call either fascinating or obnoxious, I guess, although strange backgrounds seem to be a more general theme in the game that occur in weaker forms about 2 times before this point already, and it is an intended part of the game's design) - - - Cases of glitched object/enemy sprites/animations: The Legend of Zelda: Link's Awakening "Playaround" TAS in 40:22.76 by Bobmario511 : https://youtu.be/-CtmgUHDdYI?t=1325 (effects last for about a minute, or occur for about that time around the timestamp, but are rather visual ''errors'' that are localized in small spaces for most of the time rather than being spread all over the screen, but then again it is happening within the context of a playaround TAS to begin with) SNES Ultimate Mortal Kombat 3 "playaround" by SDR, TheVLACKDEMONN2294, Dark N[...] in 30:28.38 : https://youtu.be/ISAjRJuLvEg?t=1289 (strange graphical effects appear at many points in the movie, with just an example being pointed out with the timestamp, but overall don't seem to be present for the majority of the time and don't normally affect the most of the screen either, and it is a playaround TAS) Arcade Marvel vs. Capcom by SDR in 25:37.7 : https://www.youtube.com/watch?v=W0hd51p-fdc (often times rather dominant sprite effects/animations covering parts of the screen during many fights, but then again, it is part of the game's art-style, but I'm just mentioning/listing it here because it did at least seem to be comparable in the general context, and I wouldn't think of it being as distractive as most other listed cases) Windows Hyper Princess Pitch "Reallyjoel's Mom difficulty, best ending" by Ts[...] in 15:40.48 : https://youtu.be/kLoA8vYtIT0?t=96 (again, not actually glitched graphics, but comparable in the sense that a lot of sprites simultaneously move chaotically on the screen during multiple phases in the TAS, causing somewhat of a mess at times) - - - Cases of graphical disruptions spread over the screen: NES Mega Man by Shinryuu & FinalFighter in 12:23.34 : https://youtu.be/WBxH_VmM51E?t=707 (effects last throughout the credits, start appearing at some point in an earlier stage, and seem to occur sporadically in later stages, but overall seem to come close to what happens in the SM 100% TAS in effect, but not necessarily duration) NES Super Mario Bros. 3 "arbitrary code execution" by Lord Tom in 08:16.23 : https://youtu.be/UrIcz8iGJ14?t=387 (a few smaller graphical glitches early on, in the middle a few changes of the drawn dinosaur's look, and later on a few short situations in which the screen gets filled with strange tile clusters, but overall it seems rather minor, and it is an ACE TAS anyway) SNES Super Metroid by Sniq in 35:58.31 : https://www.youtube.com/watch?v=KT1GN_DiUfA (as one could expect, naturally very similar to the SM 100% TAS, starting at around 22:33 and affecting the screen in most cases just slightly, with few exceptions like exiting Maridia but especially the longer Mother Brain fight where the disruption is much more present on the screen) - - - And last of all though, case(s) of sprite/animation after-effects occuring (which though apparently are not the game's but the compression's fault): Gradius by adelikat in 10:52 : https://www.youtube.com/watch?v=hETRzNzpFAI&feature=youtu.be&t=465 (''visual/literal white noise'' occurs throughout the entire video, but with variations in its intensity) This last case though makes me slightly doubtful that TASVideos actually cares that much about graphical corruptions in their videos, considering (i) for how long this video has existed now (apparently it was out in 2010) with no alternative (or updated) youtube video existing that would be linked from the Movie Stars page, and (ii) how popular this video and how well-known (in comparison to general other TASes) the TAS is, in light of or contrast to the fact that it is still in this shape (and is at least in this way listed among other TASes from the Movie Stars page), even though there has been a mention of this potential issue in the videos' comments: However, (i) there also exists an archive.org video version (alongside the youtube video) which seems to be entirely fine, and (ii) there are likely (metaphorical) tons of youtube comments popping up for many TASes, so it can be understandable if not each comment can get attention, and (iii) the particular comment seems to be relatively recent/new (with little to no other comments existing that state similar issues), and a fix might either be already on the way or in some ''TODO list'' or might just have low priority compared to other tasks overall that might need to be managed, and (iv) the standards on graphical disruptions might also have been different much longer ago compared to now, and (v) it is 1 among very many TAS videos (and exceptions may confirm the general rule). But I'm not sure how many of the video's downvotes could be retraced to be due to those decrompression artifacts (if that is what they are); but again, if that was part of the reason, then a similar situation could be anticipated for the 100% SM TAS, provided it does get accepted. But in this case there'd at least be an alternative video (or even multiple) on youtube. - - - Facit: Having seen these cases, I'd place the SM 100% TAS rather among the more heavily graphically disrupted 2 to 4 movies, so I'd agree in thinking that it would then be already in a rather small group of movies where these kinds of graphical effects are present, and I think it could be in a new ''precedent'' situation where the previous limit of starred movies' graphical disruptions has been exceeded to an extent (once again), and the question arises whether it is too much or if it is still okay.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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Reeve, it looks like SUPERMETROIDFTP is working on it: Link to video
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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[quote Niceos] are those white squares conssidered inbound or out of bound as the collision checks would normaly prevent samus from going thru ? [/quote] They are considered to be inbounds, and for the matter of inbounds or out of bounds, it is irrelevant if Samus can move through tiles that are inbounds or cannot move through them. For every room you can find listed on the Wiki for SM ( https://wiki.supermetroid.run/List_of_rooms ), every tile from every room rectangle is inbounds of the corresponding room.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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SUPERMETROIDFTP made an excellent Lua script video for the 100% TAS that can help understanding what actually happens in some situations where this is not visible: Link to video
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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[quote Habreno] And if this isn't supposed to be NMG, then why not use spacetime + duping expansions + escape warp to make it faster? (for the record, that is a rhetorical question, since I know this is NMG) [/quote] I think I understand what you mean, and I think the short answer to this would be: Because the addition/incorporation of spacetime + duping expansions + escape warp would satisfy the criteria stated in the Movie Class Guidelines for the definition of major skip glitch, namely it would satisfy and fall under the following: [quote Movie Class Guidelines] Major skip glitch Such movies have a glitch (or a combination of glitches) that allows to skip major portions of the game without satisfying the in-game requirements. Most of the time more than half of the game is skipped, compared to the fastest movie that avoids this technique. Glitches involved are also quite elaborate and often include memory corruption. [/quote] It would circumvent (by repeated, quick item-duping and collecting) the (under usual circumstances existing) in-game requirement of travelling to every individual item pick-up (in order to also collect all individual 100 items, including ''100%'' being shown at the end, as opposed to only achieving the latter), and likely would most of the time skip more than half of the game, compared to the fastest movie that avoids this technique. And as consequence of this, ''major skip glitch'' would be attributed to it, and then from the prevailing branch diversity perspective, in which (as far as I know) minimal overlap/similarity between movies for different branches but of the same game is wished, it probably would come quite close to the ACE TAS (by effectively being the same, except adding a long loop of item acquisition to it in the middle), which could cause a branch overlap conflict there.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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I. On the topic of ''glitchyness'' & graphical disruption in the context of entertainment: (1): [quote moozooh] abusing the X-Ray results in glitches that are for most intents and purposes "major" and "game-breaking", but just a notch short of crossing the hard definition line, weaseling into the legacy categories basically on a technicality [/quote] (2): [quote moozooh] and it [Superjumps] also breaks graphics in a way that badly interferes with perception and compounds over time [/quote] (3): [quote moozooh from the Any% TAS thread] Note that while the letter of the definition listed very particular types of abuse, its spirit has been to keep egregious abuse out of the category. Bigger and badder glitches are being found and abused while the accepted definition has remained the same. And so while this run indeed doesn't violate the accepted definition, it definitely contains glitches I consider major and would like to keep out of the category. Superjumps in particular are plain awful, and X-Ray tricks, while not necessarily harmful to entertainment, leave a bad taste (I mean, what it does to boss fights is just... boring). Thus, while I am glad that this run exists, I would not like it to replace the current one. Underflow is major enough in my book, but this takes it further imo. Even the fixed graphics version is too much for comfort, and it's not even the one to base one's decisions off of. [/quote] (4): [quote moozooh] but the overall experience is irrevocably marred by glitches evidently too powerful for a legacy category. [/quote] (5): [quote moozooh] If I go by the unadulterated emulator output, it's not as entertaining as cpadolf's, sadly. It's more entertaining in multiple places, but the overall experience is irrevocably marred by glitches evidently too powerful for a legacy category. [/quote] [quote Habreno] I was being very simple since I'd already made my opinion of this technique clear in Any% where it was first introduced, and you and I both know this is likely going to Stars regardless because the majority of people on this site just enjoy seeing games broken more and more (unless it's from a version change, god forbid) so the people who don't actually enjoy it are going to get shut down regardless. [/quote] [quote Habreno] EZGames69 wrote: Just because you’re not alone with your opinion doesn’t make it any more justified Just because you don't agree with it doesn't mean it's any less justified. [/quote] [quote Habreno] To quote from the Any% thread: Memory wrote: lxx4xNx6xxl wrote: You are correct I just want someone that Votes No to give a reason. It is perfectly fine to Vote No everyone has an opinion. I just feel like its someone who just hates Super Metroid and didn't even watch this TAS. If they HAD to give an opinion why would the poll be anonymous to begin with. Also again there are very valid reasons to not like this specific Super Metroid TAS. For example they may be fans of less glitchy prior TASes. And just to remind you, that thread had seven pages (on my posts/page count, IDK about yours) and multiple people expressing the same viewpoint. You can call me out all you want but my opinion is not alone here. [/quote] Back then in the Any% TAS submission thread I already said I would at some point come back to it and give a response, and I kept this issue in mind over a while, and it is about time now, aswell as it is a more fitting point in time currently than just via necro-posting, so now I'll deal with all of the above quotes at once (and if one wants, one can also lump in similar statements from the Any% TAS submission thread, which I will not list in here, however): On the Starman Guidelines page ( http://tasvideos.org/StarmanGuidelines.html ), under the therein so-called Qualities of starred movies section, regarding the topic of entertainment listed in there, one can find the following 2 factors specifically for entertainment, no less nor else mentioned: [quote Starman Guidelines] * Starred movies should above all else have very high entertainment value that can be seen from these factors: [...] ° Good game choice, featuring intense action, fast pace, reasonable quality for the platform. ° Amount of glitches involved, and whether they merely break the game, or change the game into something never before seen. [/quote] Hence my logical take from this is: If suggestions from this page meant for starred movies display any guidelines on how a movie preferably should be like, and if one strives to abide by this for decisions made for a TAS, then as long as these 2 listed factors do not or do estimatedly not sufficiently much contradict other factors listed in there, which expliclty would be [quote Starman Guidelines] ° High entertainment ratings from many people, with little to no negative entertainment ratings. ° Solid movement style throughout the run, that can be called god-like from a viewer's perspective. Good artistic choices, doing many things at once, without ruining the pace. [/quote] (aswell as potentially further unmentioned factors), the act of choosing to incorporate Superjumps as extension of the set of glitches meant for turning the game into something never before see, aswell as for the purpose of enhancing the fast pace is under the above assumption of lack of intrinsic contradiction to be seen as strictly positive bonus on the side of factors relevant for entertainment of a movie, provided one goes by these and only these guidelines for this aspect. Furthermore, alongside the entertainment aspect, the technical aspect, and the aspect of looking too impossible to be real, one can also find the following point in the section Qualities of starred movies (which, mind you, is also marked as bold and as consequence makes it seem to be at least on a comparable level of importance as the previously mentioned aspects): [quote Starman Guidelines] Starred movies should be highly innovative and do things most players would not expect, nor even considered [/quote]. And regarding this, it was and is our viewpoint that the introduction of Superjumps and other (frequently X-Ray related) exploits would greatly benefit towards the innovativity aswell as unexpectedness of various contents of the 100% movie, and at very least more so than any alternative in which some or all of these exploits would have been foregone, i.e. we thought the movie then would contain more expected and considered/anticipated choices for room traversal & routes and would contain less innovative material. For example without G-mode, one would have had (at least up to current knowledge) to enter Lower Norfair at the usual entrance and the route would almost certainly lead out of Lower Norfair at its usual exit, and Maridia would have had to be entered from a more common access point, too; and a significant amount of room movement likely would have been much closer to long known approaches for these rooms from past movies. Therefore I'm highly confident in our choice in this matter having been the most conform to the above guidelines among the known options we had, and I must say I would be surprised if the general TASing audience would have a contrary view on this matter. Facit: This circumstance is either rather to be seen as "user error'' than as TAS decision error, or if anything, those that complain about it should talk to TASVideos' staff about the guidelines rather than arguing over 1 specific TAS case in which those guidelines' consequences are apparent and in use! - - - Specified, individualized responses: (1): TASVideos goes by its definitions from the Movie Class Guidelines ( http://tasvideos.org/MovieClassGuidelines.html ) for the categorization of TASes, so if what you are saying, moozooh, is meant to say the TAS is close to not satisfying some of the definitions' criteria anymore, then I could imagine you might be thinking of some more or less slight variations of some of these definitions. One could try to think up variations e.g. of the heavy glitch abuse or rather the major skip glitch definition to obtain definition cases where Superjumps would not fulfill their criteria anymore, but I'm inclined to think that if one then would blame the Superjumps being so close to this borderline (of barely satisfying the conditions), then surely for many other games one would find parallel exploits that alongside Superjumps would also have to be forced to be in a situation where they don't anymore or barely satisfy the conditions for not counting as major skip glitch (with slightly changed definition). (2): Yes, Superjumps contribute to graphical disruption, but the major part of the problem stems from doors being entered before the screen could catch up, which (as entertainment trade-off) could have been done in a way to let the screen adapt if one chose to do so, but since there was the option to make a version with qualitatively almost entirely fixed graphics (with door tubes being an exception), it appeared to be the better choice in the end, and frame optimization beats entertainment in priority anyway, as obsoletion chains in general clearly show, with the only exception to the rule being when an author can convincingly claim to have known about a frame-improvement and chose otherwise, so doing it this way is safer. (3),(4): I'm not sure why you are repeatedly calling the SM 100% branch a ''legacy category'', moozooh, when it according to the Movie Class Guidelines ( http://tasvideos.org/MovieClassGuidelines.html ) is just a normal and frequently occuring real-time optimized 100% completion category movie with an attributed set of so-called time-saving techniques usage/avoidance consisting of heavy luck manipulation, heavy glitch abuse, takes damage to save time, and foregoes major skip glitch, turning this movie into a that way classified movie according to TASVideos' definitions; instead of e.g. being chosen to be the same except substituting the attributed heavy glitch abuse with foregoes time-saving glitches, and if you would like to see an optimized real-time optimized 100% completion category movie with heavy luck manipulation, foregoes time-saving glitches, takes damage to save time, and foregoes major skip glitch attributed to it, then I don't know if or when such a movie might be made, nor to what extent the foregoing of certain glitches would be applied in it, but I'd estimate that a future in which one would go this path, there likely would a lot of debating occur when TASes start beating each other by loosening up the restrictions that correspond to the foregoing of time-saving glitches, and might even end up running back to the current situation eventually at which we are now. Regarding the major skip glitch definition, [quote Movie Class Guidelines] Most of the time more than half of the game is skipped, compared to the fastest movie that avoids this technique. [/quote] , according to Sniq, without the Superjumps, the TAS would finish at a time around 1:04 or 1:05, but would still beat the previous 100% TAS. Most of the time means at least half of the time and at most at all times, and it refers to either the new movie or to the previous movie that it is compared to. And it makes little sense to measure the amount of time that a new TAS spends in sections that it skips due to the nature of a skip spending little to no time in those sections, whereas measuring in the previous TAS how much time it spends in skipped sections does make more sense. So if one qualifies superjumping through a room as ''skipping part, or let's say even all of the game (for the section affected by a Superjump)'', then in this context, one is meant to take a current fastest movie and check for all time periods in there that correspond to (with Superjumps) skipped sections in the new TAS and then add up those time periods from the previous TAS and compare this accumulated time that corresponds to skipped sections with the previous TAS's total time to see if it is at least 1/2 of it, is how I understand this definition. Now, half of Cpadolf's TAS in 1:08:15.74 would be about 34:07 which according to Sniq's estimate on time saved due to Superjumps (of which there are in total 23 in use, by the way) would be a large multiple of about 8.5 to 11 times the actual amount of time (namely 3 to 4 minutes, going by 1:08 - 1:05 = 3 min, and 1:08 - 1:04 = 4 min) that is skipped from the previous TAS (since 8.5*4=34, and 11*3=33). So maybe it is just the fascination coming with the Superjumps, aswell to parts the difficulty of estimating how much of a difference they actually make together, that is the source of the resulting big discrepancy between the perceived influence and the actual influence, and I doubt a further 100% TAS using Superjumps could apply them in about 10 times larger magnitude of effect to get closer to this borderline set by the definition of major skip glitch. (5): Regarding this, it made me wonder/curious what in particular the "Did you find this movie entertaining?" question refers to/means, and since I don't think there's further specification on this on any page on TASVideos, I'd want to ask if this question is meant as ° ''overall/summed up entertainment'' (alongside the stance described by "Did you find this movie entertaining overall/on average?"), or as ° ''there exist entertaining parts in this TAS, but this might not apply to all of it'' (as in ''Did you find this movie entertaining in parts of it?")? Which of the 2 is it (or maybe it is meant in a third, other way)? Considering moozooh's statement, if it were the 2nd case, then that'd be a ''yes'' from him, and in an overall sense, as he stated, a ''meh''. So I assume the question might be meant in the sense of the 1st case, going by conformity with moozooh's choice. Regarding what seems to be something that worries moozooh, namely the TAS being further away from what an RTA run looks like, I think that is part of what TASes on TASVideos should even be like and what one should strive for, according to the guidelines for starred movies on the Stars page ( http://tasvideos.org/Stars.html ): [quote Stars] Starred movies are the premium/popular/unique movies on this site, of incredibly high quality and entertainment value.[/quote] [quote Stars]Aims to fulfill the site's goal of exposing as many people as possible to Tool-assisted Speedrun/Superplay movies as an art form. [/quote] [quote Stars] Shining example of entertaining the audience, being impressive, showing a mastery of TAS techniques, using unexpected/seemingly impossible ideas, expertise of the game. Game choice must be one that allows for a variety of TAS techniques, strategies, and ideas. In other words, it must be difficult to make an optimized TAS. [/quote] Especially since moozooh was a Starman himself (to my knowledge), he should be well aware of these factors (and maybe shouldn't cling as much to nostalgic times and ways in which the game was TASed before). - - - II. On the topic of optimization: [quote moozooh] the run was submitted with a relatively large known improvement at MB2 that harkens back to the pre-TAStudio era [/quote] From the Low% submission text: [quote Submission #5291] Tourian * Further PB lag reduction in Metroid rooms and improving their death positions while still receiving the appropriate drops. * Further lag reduction of all phases of MB? * Up to 75-77 frames by reducing MB2 rainbow beam timer as much as possible. ° Manipulation for this would have to begin at some point before redbeam phase. [/quote] For the Low% TAS submission ( http://tasvideos.org/forum/viewtopic.php?t=18579&postdays=0&postorder=asc&start=75 ), moozooh didn't complain at all about MB2. So it is somewhat surprising and out of the blue that with about 17 remaining frames that might or might not be possible to be reduced entirely (compared to the 75-77 in Low%) now make him decide this way (even though the Low% TAS was also already part of the "Tastudio era" and was made that way, except with less chances of finding someone to deeply look into MB2's behavior back then), which seems somewhat inconsistent, but maybe back then for the Low% TAS with it cutting 1% off, it was more clear and in a sovereign position compared to the previous 2 SM Low% TASes than how the situation is now with 100% and Cpadolf's work with which the new 100% TAS is compared. Edit: Additionally, according to Sniq, Cpadolf's MB2 fight was/is improvable by about 30 to 40 frames and is aswell from the ''Tastudio era'', but Cpadolf chose to not use an input editor while TASing with Bizhawk, while lsnes existed since 2011 with input editor by that time already, and moozooh didn't complain about it at that time, but on the other hand side, the improvability wasn't mentioned in the submission text or known either at the point. - - - III. Sidenotes: [quote moozooh] superjumping past the obstacles or traversing them offscreen makes me feel cheated out of tasting TASVideos's finest wine. [/quote] I have a hunch that you might be criticizing Superjumps too much possibly for their perceived simplicity in thinking they trivialize rooms too much, I think, and if that is part of the reason for your feeling cheated, then maybe Sniq or I should elaborate on the various hard to notice details in which the optimization of Superjumps themselves isn't an easy task at all. Also, horizontal X-Ray-Sparks are not Superjumps either (they don't have the speed bonus and are just normal sparks except of the spark crash animation taken out), so the amount of Superjumps isn't quite as overly high. Other than that, for the record, from 00:00 to 19:36 into the TAS, there is no broken graphics, and from 19:36 on to the end at 1:01:47 of the TAS broken graphics occur, so the relative amount is bit more than 2/3 of the total TAS time. Considering that moozooh stated to have voted with a ''meh'', I'd like to point out that (as I have elaborated elsewhere in the past) under the assumption that the TAS will be accepted, this choice is worse in effect than taking the 4th, invisible option of not voting at all (independently of giving feedback on the TAS via posts, anyway). [quote moozooh] but there's no arguing it [G-Mode] makes the routing far more convenient. [/quote] Well, the process of routing 100% initially got harder due to its existence, since there being more options to be considered, especially with the Red Brinstar gate skip versus going down Red Tower and then up through the gGlasstube instead, and if one couldn't enter Lower Norfair from both sides, then the routing options for that would have been more restrictive, but yes, once compared to drastically different routes it stood out as favourable, and as bonus (which one can justifiedly label ''convenient''), going to Lower Norfair reversely allowed for the 2 quick elevator Superjumps (which otherwise wouldn't have worked in both cases but only once). [quote dekutony] Wow. You guys are so close to achieve the sub hour mark... Hopefully you'll be able to accomplish that goal one day. [/quote] Well, at least if one would use the timing method that is used for unassisted, normal speedruns, the TAS by that timing would be shorter than an hour, so a related goal has been achieved with this TAS. [quote Nicos] BUT the xray strats are very gray area, and while you technically stay inbounds of the MAP; you don't stay inbounds of the rooms themselves; maybe adding "of the map" on the "Forgoes out of bounds" would apease a bit the dilema [/quote] For inbounds questions, I suggest reading up on the matter here, but there shouldn't be any issue on this side regarding the 100% TAS: ( http://tasvideos.org/forum/viewtopic.php?p=433442&highlight=#433442 ). - - - Remark: Since I've in the past been told to be hard to understand at times, I introduced bold and italic writing styles (aswell as an attempt to structure my post further) this time for the purpose of making my points more clear to the reader.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
[quote mz]@Aran Jaeger: Damn, your posts are kind of unreadable. I'm sorry if I sound rude, I'm just trying to help. You should read a book called The Sense of Style, at least the first chapter which treats your problem directly.[/quote] Thank you, but I don't see a problem on my part here, considering this isn't my first long or dense post on this forum or other forums and feedback from others in the past not having indicated problems in this direction. Usually it was just that it was a lot to read which is alright in itself, but this isn't so relevant within the context of this thread anyway. [quote mz]so I'd say anyone managing a community with a valuable but "unfitting" member should read it completely, not just my silly post. [/quote] By ''post'' in my previous post above, I was refering to what this page ( https://blog.vanillaforums.com/product/dealing-with-toxic-community-member ) refers to as ''post'' (or as ''having been posted'') aswell, ''Posted by Patrick Groome on Jun 4, 2015 9:40:21 AM'', which is what you are refering to as ''article'' and is what I read in its entirety, yes. [quote mz](In any case, thanks for telling me what words I should use and how should I feel. You would make a great censor.) [/quote] My purpose of mentioning this potential that the choice words (can) have in view of influencing judgement was to help and bring this fact more into the foreground, to rise the awareness of it being ''a thing'', so that it could also allow others to maybe be more careful and considerative in their own choice of words, as to avoid members unconsciously applying censor to (or deviations from) what they themselves originally intended to say. [quote mz] 2. You're saying there's a lack of evidence about Spikestuff doing harm, in a thread discussing his abuse of power just to humiliate another member of the community. [/quote] To respond to this in short: I did not say this and I don't see where one would either see some of my messages as indicating this or which of my messages would reasonably be interpretable as having this meaning. And as second thought, I would in general suggest reading over compactified information (in form of text) slower or multiple times to possibly increase the capability of comprehending sentences that (e.g.) I wrote, in order to avoid misunderstandings like this one (as it to me appears to be one). In particular I was talking (in my post above) about reportage from other members that indicated other cases (than precisely this 1 case) of misbehavior existing on Spikestuff's side. But I can give you the benefit-of-the-doubt on this part because I could have been more clear that I was not refering to further supporting material on the subject of ''flooding'', but any other cases besides this. However, you might have anyway understood this afterall (rendering my clarification to some extent unnecessary), considering the soccer thread reference. [quote mz]In case that's still not too clear for you, here's another example from my only interaction with him: everyone was happily talking about the 2018 FIFA World Cup in a thread named "2018 FIFA World Cup". He came out of nowhere just to say "Don't watch a shit sport" and similar stuff in several posts: http://tasvideos.org/forum/viewtopic.php?p=472417#472417[/quote] Yes, Spikestuff has already informed me about this incident shortly after your first post in this thread appeared and linked me to the discussion aswell. I read through parts of it and got the impression that he was majorly trying to calm you down while he stayed calm and you got heated up. [quote Spikestuff]It's just a sport where you watch players go and do sport stuff. It's not the end of the world. [/quote] [quote Spikestuff]Take a breather. Read who I was writing to. Read into the fact that the person is ranting. Read into the fact that I mentioned watch the women's soccer if you're going to be shitting up a storm cause they hate. You got that down now? Good.[/quote] As an aside, it is just natural and to be expected that different folks likes and dislikes (to various degrees) different sports personally, which can have various reasons, and I'm not sure to what extent the expression (in form of a post) of a personal view regarding some sport should be seen as a personal ''attack'' of some kind. And with the sport in that incident having been soccer of all things, it should be more expected than not (from a probabilistic standpoint), that a controversy first of all would exist in people's minds on different aspects of the sport, aswell as those controversies actually coming up, just given enough messages appearing in the thread in which members talk about the sport, I think. At this point though I would like to remind that this thread (that is ''being flooded by something else'' in itself) is about flooding and that it likely should be avoided to delve into something different much further in here.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
[quote mz]"The Jeremy Clarkson Effect is when a toxic presence in a community has value too high for them to be easily removed."[/quote] Okay, first of all, ''toxic'' is just a metaphor or analogy at best that can create a certain image of a situation in people's minds, and depending on what word in particular is used as description, the readers might be lead to think of the severity of something as being more intense or weakened ( https://news.umich.edu/word-choice-hidden-meanings-can-influence-our-judgment/ ). There is no poisonous substance in text or in human behavior on the internet as far as i know. And instead one could also have used other terms such as ''unfitting'', ''harming'', ''annoying'', ''stressing'', ''negative'', ''bad'', ''evil'', ''poor'', ''foul'', ''uncivilized'',''unfair'',... as examples, and maybe by just reading those examples one experiences a different feeling every time on what the severity might be like. But the point here is that all these have a hard time to precisely determine the quantitative aspect but just show/indicate in what direction (here in 1 dimension just either negative or positive, going away from a neutral state 0) one will (likely) find a true weight or value of something (a behavior of a person, for example) for which likely a thorough investigation and evaluation might be needed if one wanted to do so (which would correspond to some workload to be done and the question on if it'd be really worth it going through such, or if one estimates that it could be sufficient to rely on intuition and more coarse feedback that is given). But yes, so far there have been quite a few claims in this thread on Spikestuff not having behaved well, without providing supporting examples/material for their claims, and I guess either it will stay this way and it comes down to by how much the members with those claims can be trusted in their reportage/individual evaluation and how these evaluations are received, or material is provided (just not in this particular thread, mind you), and then those things (or the density and individual severity of these) can be seen in a corresponding time-frame as context. Second of all, the conclusion that this person got to in this ''Jeremy Clarkson Effect'' post is ''This is precisely the right thing to do'' (when they decided to take this person down). However, in the entire post (after an initial definition of the effect) there are just many possible points, aspects and questions mentioned that can be related to the decision, yes, but the crucial part, namely how the person that made this post got to this conclusion, what means of reasoning or model, data, and assumptions were used (since certainly in general, the decision will not be independent of some kind of accumulated severity and its evaluation) is missing, so while this article can help getting further insight, it is in my eyes a rather lacking source of information as reference that just jumps to conclusions by claiming that it is the right thing to decide in this way for any similar cases across-the-board without even having to examine individual situations. [quote mz]Personally, I think Spikestuff does a lot more harm than good.[/quote] Okay, you may think so, but don't be surprised if your view doesn't match reality in this instance, since publishing work happens a lot behind the scenes, which is what I get from adelikat's post:
Encoding and publishing is hard, takes a lot of technical expertise and isn't glamorous.
Meaning that there's reason enough to question the amount by which you might be up to date on what and how much work Spikestuff has to do for publishing purposes, which as consequence can make 1 side of the ''equation'' feel/seem for usual forum members more lacking than it actually might be, while certain staff members likely have deeper insight in this regard. So this could be part of the source for a discrepancy between some forumers' views on the situation and how staff sees it.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
[quote Zeupar]Thank you for hitting the nail on the head. That general toxiticy you describe prompted me to start skipping most of his posts years ago. The staff might be doing something similar, because I just can't believe that continued behavior is tolerated. I am honestly dumbfounded. But yeah, it's much smarter to play the "offtopic" card and to hold onto sematics than to address the actual serious issue so many users seem to agree about.[/quote] Let me respond to the section that I turned bold in this above quote with part 11. from here ( http://tasvideos.org/Nach/Arguing.html ): * 11. Use an opinion or preference to imply other opinions and preferences. ** Example: Someone posts that If people have issue with another subject, they should post in that topic instead, not here or As for issues other than re-encode flooding by encoders and publishers, if you want to discuss them, please start a new thread. Respond with: yeah, it's much smarter to play the "offtopic" card and to hold onto sematics than to address the actual serious issue so many users seem to agree about. Gain bonus points by accusing the original poster of trying to sweep your argument under the carpet. In other words: Not addressing the topic here doesn't imply it would also not be addressed in an own thread that just has the condition to be different from this one, which shouldn't constitute a big hurdle for TASVideos members to talk about it, provided that they actually care enough to do so, instead of possibly just feeling like caring barely enough to complain about it in another thread that seems ''well-fitting enough'' while in reality not feeling about it as a problem that they think is truely important to them. On another note, I personally would not see nor agree on calling the amount of different TASVideos members' posts that complain about Spikestuff's behavior as ''so many users''. Neither in an absolute count sense (with their number being in the 10's, I'd estimate), nor in a relative count sense with respect to the total amount of about 8700 members ( http://tasvideos.org/forum/memberlist.php?mode=username&order=ASC&start=8700 ) that TASVideos has (although I'd admit that it wouldn't be far fetched at all to justifiedly claim many of them are not active anymore and that some of them are merely alternative accounts), or even some sort of (how ever you would want to define it) reduced amount in which one only considers ''sufficiently active members''.
Can everyone reread what is literally the first paragraph of this thread
Regarding this, I believe the first post in this thread (although possibly not the edits in there) was made in the original thread before the thread splitting occured. But yes the post to me does seem to address the so-called ''flooding'' aswell as TVC youtube comments that appear to come over in a way that could properly be described as being harassing.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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Joined: 10/29/2014
Posts: 176
Location: Bavaria, Germany
AngerFist wrote:
Nach, you win the moron award of the decade. Congrats buddy and here is to ya! :)
AngerFist, the to me seemingly rather uninformed (with respect to this thread's topic) here are you, not Nach, by not reading up on additional information about Spikestuff and fsvgm777 (hence plural in regards of the thread's topic is already applicable). And throwing curses, so I claim, will unlikely help for the better in here, when they possibly come as substitution for either lack of interest or lack of motivation in reading what has been said to stay up to date on the matter or not finding words as response otherwise or instead of asking for clarification on for what possibly valid reasons Nach repeatedly reminds of the plural here. However, I can see your response as result out of affect (likely caused by a simple minor misunderstanding), which makes it more understandable that it happened and can be more easily dismissed as being just such instead of it being seen as a serious response reflecting your stance/view on this thread's matter.
fmp wrote:
You're completely ignoring the fact that one of the users in question is regularly aggressive, abrasive, and toxic, and that this incident is such an inappropriate use of his position that it can't be considered in isolation.
And fmp, you may not have noticed, but the thread's topic (now after the split) is (in my view) different and separate from what you are talking about in this quote, rendering your response as offtopic (with respect to this specific thread), and if you want to talk about this other aspect, find a better suited place to do so, I guess. And I wouldn't find it unlikely that you haven't read up on the news much within this thread either, alongside Angerfist, so I suggest to please do that in this case, if you want to help the situation here with further posts rather than harm it.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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I find the information (from Spikestuff venting about fsvgm's post) on following occurrences that preceed the incident around HappyLee & Mars608's case insightful and interesting as context on the topic of so-called ''flooding'' TVC: [quote Spikestuff]SpikestuffToday at 5:27 AM Also fsvgm's post doesn't shine the whole information of what occurred on TASVideosChannel in his post so there's the possibility that'll end up in the same direction of missing actual info. Doesn't mention the intentions of why exactly just that it happened and just mentioned accomplice to me. SpikestuffToday at 5:38 AM Colin was before Lee then Lee happened.[/quote] [quote Spikestuff]SpikestuffToday at 5:40 AM iirc the reaction was "so" I'll have to double check public irc logs. <fsvgm777> EZGames69: Remember when you were so proud of your DecapAttack encodes? --TASVideoAgent showing the changes from downloadables and YouTube encodes-- <fsvgm777> Well, they're now history. <EZGames69> Cool, good for you <fsvgm777> This is for the damage you've caused to our site's reputation. <EZGames69> Lol what? <adelikat> this seems like uncalled for rudeness <Memory> yeah it really doesn't ask for this[/quote] [quote Spikestuff]SpikestuffToday at 5:45 AM It was to get rid of Colin's presence on TASVideos' YouTube.[/quote] [quote Spikestuff]SpikestuffToday at 5:49 AM This was planned back in Feb last year. And executed in June.[/quote] [quote Spikestuff]SpikestuffToday at 5:50 AM 23 - May - 2018 https://cdn.discordapp.com/attachments/379646653793304576/538215235660677130/unknown.png[/quote] [quote Spikestuff] SpikestuffToday at 5:50 AM >Quack represents the reencode >Wahoo represents the Publication for Klonoa.[/quote] [Edit: Previous above image substituted by smaller image] [quote Spikestuff]SpikestuffToday at 5:52 AM These videos are all unlisted btw. Before June 23rd happened. Where those videos came out and the number goes to 50.[/quote] [quote Spikestuff & Aran;Jaeger] Aran;JaegerToday at 5:53 AM and then not unlisted anymore within short time, right? or was it different SpikestuffToday at 5:53 AM When encoders upload a video the video goes up unlisted for confirmation about the encode if it's in the desired resolution or not.[/quote] [quote Spikestuff]SpikestuffToday at 5:58 AM slowly scrolling back to Feb 2018[/quote] [quote Spikestuff]SpikestuffToday at 6:14 AM There's a lot to unpack seriously. [/quote] [quote Spikestuff]SpikestuffToday at 5:30 AM - fsvgm's plan - spikestuff's execution - fsvgm's assistance - spikestuff's fallback to blame - fsvgm's attempt to damage the pride of Colin by laughing in his face - colin/ezgames doesn't care [end] That's the spark notes.[/quote]
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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Actually, with a recent update one now can ''collect'' more and more characters and switch between any of them in a controlled way basically at any point once acquired which improves the game further, makes it more complete I think, with a character class tree, that looks about like this:
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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Okay, I think I've devoted about half my day now to checking into and roughly going over every TAS candidate's encode, submission text, audience feedback, technical and entertainment rating, platform, aswell as movie statistics, and after multiple double-checking back and forth, I think I now at this point can for me personally without remaining self-doubts reduce/limit my choices down to the following three (in order as they appear in the poll): ° [3653] SNES Super Metroid (JPN/USA) in 35:58.31 by Sniq ° [3774] ZXS Castlevania: Spectral Interlude (v1.1) "100%" in 34:33.11 by Mothrayas ° [3878] GBA Dragon Ball: Advanced Adventure (JPN) in 33:31.87 by WarHippy I tried to look at this from a faithful perspective parallel to how submission polls are handled where one's requested to watch a movie before voting, and I'm sorry if my choices aren't compatible with others views (which I think to some degree is part of the nature of a poll anyway), but I think I tried well enough for a fair comparison in my evaluation on which of these TASes fit best to be titled overall as ''TAS of the year 2018''.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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Well I do have feedback from Dan that the 5x5 cases are solvable with brute searches, but anything larger would already be too much: [quote Dan]Dan11/27/2018 But searching the 5x5 doesn't take more than 10 seconds Searching the 10x10 was going to take like 80 years or so, if I remember correctly[/quote] However, the time that a search takes of course also depends on how fine-tuned the search process was implemented, how efficiently paths that cannot be optimal solutions (e.g. by mathematical proofs of concept) are cut off and ignored. But I think Dan already approached it in a reduced form without considering every single theoretical path that could be taken and it still would take too long. So although I do have a few deductions on what kind of moves can always be substituted with other equivalent moves, I am sceptical about the perfect optimal solvability of the larger image sizes within reasonable time via brute search, unless powerful mathematical statements can be found/derived that cut off large amounts of paths (part of the set of all theoretical paths). I also contacted MrWint about this (regarding a brute search approach), but he didn't seem to be interested. Edit: But if it is achievable to construct a very efficient search program to solve these images in reasonable time, then the ''payoff'' should be quite a lot, since as I mentioned above, there's even further games with the same movement mechanics and many further images to solve. Edit: Here's a TAS WIP (on lsnes) for the first 16 images: http://tasvideos.org/userfiles/info/52840681126080315
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Post subject: Oekaki Logic
Aran_Jaeger
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About the game: Oekaki Logic (J) (NP) is essentially a Mario Picross clone (of which there actually seem to be quite many, like Oekaki Logic 2, Ochan no Oekaki Logic, and Mario's Super Picross with all of them for the SNES). There seem to be 2 different game modes (represented by a polar bear on the left and a brown bear on the right in a menu screen) among which one can choose. The polar bear game mode seems to be equal to ''5 misses (incorrect tile being coloured in) end an image drawing attempt, but this means one at least gets feedback on which tiles are incorrect. The brown bear seems to correspond to a harder mode in which no feedback is provided, but alongside, one can colour in incorrect tiles as often as one wants (but only once the correct set of tiles is coloured in, an image is completed). There's images of different sizes to deal with: 5x5, 10x10, 15x15 and 20x20. The images that need to be drawn are fixed (as opposed to randomized), and pictures of the image solutions exist and can be found at the following links. Oekaki Logic image solutions: Easy level solutions: http://www.neoseeker.com/oekaki-logic/faqs/180410-easy.html Normal level solutions: http://www.neoseeker.com/oekaki-logic/faqs/180416-normal.html Hard level solutions: http://www.neoseeker.com/oekaki-logic/faqs/180413-hard.html Expert level solutions: http://www.neoseeker.com/oekaki-logic/faqs/180411-expert-1.html http://www.neoseeker.com/oekaki-logic/faqs/180412-expert-2.html Insane level solutions: http://www.neoseeker.com/oekaki-logic/faqs/180414-insane-1.html http://www.neoseeker.com/oekaki-logic/faqs/180415-insane-2.html Here's a zip file that contains the images if anyone else feels intrigued and wants to try out some own manual routing of further images (or maybe it could even be feasible to solve the smaller images with a cleverly designed brute search that takes out equivalent alternate options and moves for which one can prove that they cannot lead to or be part of an optimal route): https://cdn.discordapp.com/attachments/218520158963105792/534426355329269771/Oekaki_Logic_image_screenshots.zip - - - About TASing the game: The main part of the optimization lies in a sort of Travelling Salesman Problem for routing the best way of drawing the images, which actually isn't quite as easy due to an additional restriction for movement over the tiles. Namely one always starts first at the top left corner of an image, and now regarding the mechanic to move the cursor around from 1 square to another, it does not always hold that the cursor will move exactly in the (combined) direction (which can be horizontal, vertical or diagonal) that one is holding at a given frame, but there's a slight difference that makes it interesting: For any image drawing gameplay frame (that is not a lag frame of which there's rarely one if at all to my knowledge so far), it holds that the (combined) direction that the cursor will move to is the sum of exactly those directional inputs (among Up, Down, Left, Right) that exist/are held in the current frame but were not pressed in the previous frame. As example, frame 0: (no input) frame 1: > frame 2: v+> frame 3: ^+< frame 4: < would move the cursor right in frame 1, straight down in frame 2, diagonally up-left in frame 3, and nowhere in frame 4 (except that one cannot move past the solid image boundaries). This directional stun (when a direction is held over multiple frames) is due to the game waiting a bit until it will start moving in the held direction automatically (slowly, from a TASing perspective), if a direction is held long enough. This means that diagonal movement is ''dangerous/potentially risky'' since it covers 2 directions at the same time to start charging towards and be stunned for the next frame. This also means that one preferably wants to go in ''roundabout paths'' (mostly consisting of horseshoe-turns , stairs, and Z-turns), since going straight lines is penalized with stun times. Colouring or not colouring a square that one is moving over in a path is just determined by pressing A on that frame or not, so for finding the fastest paths one can take the correct colouring of tiles that need to be coloured in as given. The drawing with an A press happens after executing the directional input if both happens at the same frame. Upper bounds for the number of steps (or frames) needed for images of different sizes (by colouring an entire image space preferably with as few steps as possible): 5x5: At most 29 frames/steps (with the green dot referring to 1 waiting frame, so that one has free movement in any direction afterwards) 10x10: At most 108 frames/steps 15x15: At most 239 = 225 + 14 frames/steps 20x20: At most 400+18 frames/steps Here's some routing attempts that I did for some of the images: https://cdn.discordapp.com/attachments/218520158963105792/534234385189306384/Oekaki_Logic_route_approximations_Easy_3to16Expert14Normal1to39.zip And to get an idea of what the routing can look like (for larger images than just 5x5), two examples from the zip (of which some might be improvable) as visualization: Easy stage, level 7 in 85 steps: Expert stage, level 14 in 211 steps: In some zigzag scenarios, one can decide to either wait one frame and continue in the same direction and draw in another tile later on the path, or to draw it in earlier without having to wait, but to then move over the same filled out tile again later. I wonder how many TASers might feel like taking some of the images and trying to route them. Maybe with collaboration, we could cover all images with excellent routes for a TAS.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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Yes the screen on the right side currently is off. It might get back later again, but it isn't so important, since the chat from the ''chatthemmo'' twitch stream page works aswell for the game (the screen on the right would just be a copy of exactly that integrated into that window). The game was longer ago meant to be something that people could do alongside a stream, and twitch chats provide a good environment for communication for the purpose of the game, but the stream part isn't relevant anymore, so it is the game on its own, but just bound to twitch chat at this point.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Post subject: FF6-like twitch-online-multiplayer retro-fangame
Aran_Jaeger
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I just thought I'd make a topic in here about a free to play fangame which has been worked on over multiple months by Lioran, a friend of mine, in case some people here might be interested in this. The fangame is a browser game (works best with Chrome, but others work too) in the spirit of mainly FF6, although it contains a broad mix of game elements (such as graphics & tilesets used for the world design; sound effects & battle- and background-musics; characters & monsters, together with items, trading and abilities; area themes for dungeons;...) from other games such as Secret of Mana, Chrono Trigger, Breath of Fire 2, Lufia 2, Brain Lord, and Illusion of Gaia. The game is set up as multiplayer online game (accessible 24/7) that's connected with twitch (one logs in with a twitch name and is once given a 4 digit code to be entered in a channel that's specifically made for the game ( https://www.twitch.tv/chatthemmo ) for confirmation to get started, and doesn't even have to download anything). Every player controls 1 character (e.g. Shadow from FF6 as 1 of 30+ chars distributed over 4 char classes, but one can change the character to others as often as one wants in the game) each with an own ability set that's growing at higher and higher levels, and further into the game, one's supposed to team up with friends/other players, or how ever one wants, into (temporary) parties of up to 4 members to battle through dungeons and their bosses. There's many differently rare items in the game that can be acquired, and even ''pvp'' matches are implemented for fun. If you are interested in what this game is like, here's a link to it: http://chatthemmo.servegame.com/ (And the game really isn't so demanding execution-wise and works on phones aswell, so it's easy to play alongside watching streams >_>.)
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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On another note, there might be another qualitatively different class of games (other than games where one relies on optional super hard modes in order to fulfill the condition, or hacks of games from its community which very usually seem to go to higher and higher difficulties naturally) that fulfill this condition (of having only been beaten in TAS manner), namely those (preferably long) games that are just very unpopular (and hence likely bad), or mostly unknown or hard to find, or e.g. with just very few cartridges ever made for them, so that the player base is small and might lose interest at some point before the game would be finished.
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
Aran_Jaeger
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Here is a WIP TAS of Keeper (made with lsnes rr2 beta23) up to the start of stage 15: http://tasvideos.org/userfiles/info/49890341227130159 - - - About the game: In total there exist 60 concrete designed (not randomized) levels in the puzzle mode, of which there is 50 normal levels and then 10 bonus levels after initial credits being triggered once the 50th level was done. Other than this there's also modes in which the game spawns randomized blocks that one needs to get rid of before the board is completely filled, in order to reach different high scores. One can also play in 2 player mode, but then only against each other or together, but not through the puzzle mode. The options screen allows to change the appearance of the player's character (with no changes in gameplay apparently) and the block symbols, aswell as the controls for jumping onto blocks and pulling blocks can be changed for controller #1 and #2, and one can listen to background music and special effect sounds there. Here are files that contain screenshots that show all the levels at their start: Levels 1 to 15: https://cdn.discordapp.com/attachments/218520158963105792/490267536890527769/Keeper_levels_1_to_15.rar Levels 16 to 30: https://cdn.discordapp.com/attachments/218520158963105792/490267656432255009/Keeper_levels_16_to_30.rar Levels 31 to 45: https://cdn.discordapp.com/attachments/218520158963105792/490267789496549396/Keeper_levels_31_to_45.rar Levels 46 to 60: https://cdn.discordapp.com/attachments/218520158963105792/490267915002576906/Keeper_levels_46_to_60.rar And here's an example screenshot showing the current level 15: Player character's actions: The player's character (Keeper) can walk around and push any amount of blocks (from 1 up to 4) in front of the character forwards in a straight line either vertically or horizontally. One can also pull at most 1 block at a time that is directly in front of the character so the block is 1 floor tile positioned further in the direction of where the player's character was. Other than this, it is also possible to jump onto blocks to move past (or on) them without having to go around them or having to push them, and in case one is positioned on a block, one either can walk on them provided that all inner floor tiles in the same line (column or row) as the character in front of the character are occupied by blocks, or otherwise trying to walk in that direction will push forwards any amount of blocks (from 1 to 3) that are strictly in front of the character from on top of some block, so that one would need to jump in that direction to keep moving on blocks without pushing them. Environmental objects: In the puzzle mode, there's no time limit and infinitely many retries that one can take, and no further blocks will spawn. Blocks can only be moved from a floor tile to a vertically or horizontally neighbouring floor tile, but as often as one wants, and other than this the only thing that can happen with blocks is that they explode. Additionally, every level is 7 floor tiles by 7 floor tiles large, and the player's character can move on any of the floor tiles, but blocks can only move within the squared inner 5 floor tiles by 5 floor tiles range. There exist normal blocks which will show up as coloured (red, turquois/bright blue, yellow, green, purple, grey, dark blue, brown) blocks together with a golden symbol (left-facing fish, spiral shell, flat broad shell, whirling shell, star, crab, right-facing fish, seahorse) centered on their top. For these blocks it holds that such a block explodes if and only if (i) either the character moves alongside any amount of blocks (each) from 1 floor tile to another such that afterwards the normal block has at least 2 other normal blocks next to it and forms together with these either a horizontal or vertical uninterrupted line of normal blocks that either all share the same symbol, or the same colour, or both (ii) or the explosion of at least 1 time-bomb block has been initiated. Then there is white glowing ''time-bomb blocks'' with a green clock symbol on their top. For these kinds of blocks it seems to hold that such block explodes if and only if (i) either the player's character moves onto the block (ii) or the character moves alongside any amount of blocks (each) from 1 floor tile to another such that afterwards the time-bomb block has at least 2 other time-bomb blocks next to it and forms together with these either a horizontal or vertical uninterrupted line of time-bomb blocks. And there is another type of white glowing ''joker blocks'' that look like christmas present boxes. These kinds of blocks seem to behave exactly like normal blocks, except that joker blocks are to be treated (for the matter of explosion triggers) as if they had every single colour and every single golden symbol on them at the same time, and as if they simultaneously were time-bomb blocks on top of that (so that they basically explode whenever they are part of any otherwise matching combination of blocks that share an explosion-inducing property and come together). Furthermore, to the far left (and the same on the right side), the game shows for every level individually the current number of remaining block-explosions that are allowed to be initiated by pushing 1 or more blocks at the same time from 1 floor tile to a neighbouring floor tile, and all blocks in a level need to be cleared within this number of block explosion triggerings in order to advance. Whenever a block-explosion is happening, there will be a glowing animation that covers exactly the floor tiles at which blocks were that are exploding, and until close to the end of this animation (which seems to take the same amount of time independent on the pattern that the exploding blocks form on the ground), one cannot move any other block onto any of these tiles (such that these floor tiles temporarily are treated like the floor tiles on the outer ring). In particular, if one is positioned on top of a block and walking in the direction of another neighbouring block, then this block will will not be pushed if for all further ahead floor tiles in that line it holds that it is either part of the outer floor ring, or a block occupies the tile, or a block-explosion animation covers the floor tile. There exist passwords to start out at any of these levels, and they are listed at GameFAQs: https://gamefaqs.gamespot.com/snes/571092-keeper/cheats - - - Optimization aspects: For the optimization it is relevant to figure out in which qualitatively different ways (regarding the number of caused explosions to be used, which and how many blocks and in what formations/shapes they can even explode together) the individual levels can be solved, and to then tackle the levels with various approaches to find the fastest (for which the number of steps from 1 floor tile to the next throughout solution paths is usually a good measure). File that contains all comparison lsnes movie files for the levels from 1 to (including) 14: https://cdn.discordapp.com/attachments/218520158963105792/490294119009353728/Keeper_comparison_movie_files_for_level_1_to_14.rar The following levels among the levels from 1 to 14 have been thoroughly checked and are less likely further improvable by taking a different path: 1, 2, 3, 5, 7, 9, 12, 13, 14 The following remaining levels among the levels from 1 to 14 might be slightly further improvable by taking a different path: 4, 6, 8, 10, 11 It seems that there's no difference between jumping off a block by walking or jumping off by pressing the jump button regarding the time it takes. In order to get to the opposite side of a block that one is standing next to, it is faster to jump over it in 2 steps rather than to walk around it in 4 steps (even when the latter doesn't need any of the somewhat slower jumps). If one trades/substitutes walking 2 steps on the floor (or on blocks) for 2 jumps, then the costs are about as much time as doing 1 additional walking step (except 2 frames more). Apparently every pull that can be substituted with a push saves 3 frames. And because of differences like these, a solution to a level that has a smaller number of tile position transitions of the player's character doesn't necessarily need to be faster than a solution with more such steps (but usually once it is 2 or 3 steps shorter, it is faster aswell). Here is a text file that contains comparisons for all the different level approaches above throughout the WIP TAS (of which there's none remaining to be implemented into the WIP TAS): https://cdn.discordapp.com/attachments/218520158963105792/491046868814659594/Keeper_WIP_TAS_comparison_tests.txt And here is a file that contains a list of timestamps for milestones (mainly the frames when levels are started or cleared) throughout the WIP TAS: https://cdn.discordapp.com/attachments/218520158963105792/491023962705231884/Keeper_WIP_TAS_timestamps.txt - - - Observations: Apparetly the "time is out" sound from jumping onto a time-bomb block can be cancelled if one shortly afterwards pulls a block. In the following movie, https://cdn.discordapp.com/attachments/218520158963105792/491047768698126347/Keeper_strange_delayed_block_destruction_in_stage_4_with_UpDown.lsmv I pushed a block into a floor tile spot at which it would trigger an explosion (which it did), but during the pushing animation I held Up+Down which kept the blocks from exploding right away until a short time period passed (during which I couldn't move away or do anything else either apparently) until the blocks actually started exploding as they should. Here's a video of the WIP TAS: Link to video Edit: I have since continued a few stages further up to the beginning of stage 20. File that contains all comparison lsnes movie files for the levels from 15 to (including) 19: https://cdn.discordapp.com/attachments/218520158963105792/527535570658787329/Keeper_comparison_movie_files_for_level_15_to_19.zip Current WIP TAS up into stage 20: http://tasvideos.org/userfiles/info/52131139095508726
collect, analyse, categorise. "Mathematics - When tool-assisted skills are just not enough" ;) Don't want to be taking up so much space adding to posts, but might be worth mentioning and letting others know for what games 1) already some TAS work has been done (ordered in decreasing amount, relative to a game completion) by me and 2) I am (in decreasing order) planning/considering to TAS them. Those would majorly be SNES games (if not, it will be indicated in the list) I'm focusing on. 1) Spanky's Quest; On the Ball/Cameltry; Musya; Super R-Type; Plok; Sutte Hakkun; The Wizard of Oz; Battletoads Doubledragon; Super Ghouls'n Ghosts; Firepower 2000; Brain Lord; Warios Woods; Super Turrican; The Humans. 2) Secret Command (SEGA); Star Force (NES); Hyperzone; Aladdin; R-Type 3; Power Blade 2 (NES); Super Turrican 2; First Samurai. (last updated: 18.03.2018)
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