Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Unless there are 6 active SM64 topics, why would you want to merge them? These topics tend to become large, and they're usually manually split up (by starting a new topic after a while) for the express reason of making sure topics don't become ludicrously large.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Here you go
My desktop is a big mess, but that's okay since I'm getting a new laptop soon. The wallpaper is a picture of Toledo, Spain. I guess it's interesting to note that my external drive (right) is Snoopy and my iPod (top) is black Sarah Palin.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
From the article:
"Sarcasm is a useful way to blunt the impact of criticism by adding a twist of snide humor, as in this recent tweet [..]"
Typical they even need to put an explanation right at the top :) You'd be surprised at how many people don't get sarcasm even when it's spoken.
Sometimes you really need to have some kind of prior knowledge about the speaker to know when something is ironic, though. Obviously that's not within the scope of their program, but it's still an interesting project.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Antoids wrote:
Letter by letter, just like NES and SNES and basically any acronym that isn't meant to spell out a word.
There aren't really any rules (in English, anyway) on how to pronounce acronyms. Plenty of them are spoken as if they were a word (NATO, ROM, AWOL, ASBO, AIDS, etc). It's a matter of what's customary, and a word like TAS is so new and niche that nobody really knows how to pronounce it.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
I find this a rather strange set of questions. The premise of the first three appears to be that speedrunners are just speedrunning away from their own personal problems. :)
We're totally normal people, you know!
lumice wrote:
How long is the average speedrun?
Does this mean to ask how long it takes to make one, or how long the final results generally are? Because you can check the latter yourself. Also, does this refer to regular speedruns or tool-assisted speedruns?
lumice wrote:
Why do you speed run?
I haven't made a speedrun in quite some time, and I've never made a complete tool-assisted one, but the reason why I like speedrunning is because it forces us to come up with creative solutions to problems. The act of going far beyond what was initially intended with these games can bare the core attributes of the engine and show us things nobody ever knew existed. It can uncover secrets that even the developers themselves probably had no idea of.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
MESHUGGAH wrote:
And the movie file also can be replayed by downloading the original quake source code
That's because Quake movie files work in a different manner. The way I understand it, they don't really contain input, but rather the output (in object coordinates) of the engine. This allows you to set an arbitrarily high virtual FPS, which modifies the way the engine calculates the results of your actions. That's how "cheated" replays are made in the first place.
This goes against the way movie files are supposed to work to be acceptable for this site, since essentially you are feeding the engine vastly more information than would be possible under normal circumstances.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Noob Irdoh wrote:
I am really sorry if I caused all this trouble. I was under the impression that archive.org was the host of choice because I saw many other people uploading movies there, and I just went with that. Which is understandable, as there are no ads, no download caps, nothing of the bad things which usually come from Mediafire, Megaupload, and so on. Last time I checked, those hosts were extremely discouraged.
That said, I realise that this can't possibly continue, so I'm hereby requesting to have my Movie Editor powers removed, I won't make any other encodes in the future.
It's no problem man :) nobody's really thought about Archive.org as anything other than an unlimited host before, and others have done the same thing. It's mostly just something we need to keep in mind for the future.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Warp wrote:
Can existing temporary files be removed from archive.org in order to fix the damage already done?
A curator might, and the only person that I know is a curator for the video games section is Radix from SDA.
edit: though we'll want to be a bit careful with what we remove. Some stuff really may have some kind of additional value or might be the only version available. Like encodes of games that were rejected, for example.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
I'm glad you made a point of this. If you're going to upload a temporary encode, send it to Youtube.
The Internet Archive is meant for things that need to be preserved for posterity, and while I won't argue that only final products should be uploaded there, it's important to realize that it isn't just a free web host.
It's always possible for funding to become more of an issue for them in the future, and I would hate for video game movies to be considered for culling because of the low signal-to-noise ratio.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Neclea wrote:
I second samurai goroh's wish and I add Raptor: The Call of the Shadows
Maybe a 100% run, killing all enemies and destroying all buildings (when possible).
In Tyrian, that might be impossible. I must have beaten this game about 8 times, but even with the very best of the very best you still can't kill everything all the time (in part because your ship's speed is eased and because indestructible enemies usually count for the destruction rate).
Playing through Super Tyrian would be very interesting though.
Neclea wrote:
Little Big Adventure 1 and 2 would be also awesome...
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Warcraft 2 would be interesting. Is it true that you can place the mouse at any location on every frame? You might even be able to find some way of micro'ing your troops so that they hardly take damage.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
As soon as I get my deadlines out of the way in a few weeks I'll try making a run of Dangerous Dave. It's not a very hard or long game so it should make for a good tryout.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
I'm so glad we have proper DOS rerecording now. (Though I'm not sure if post-EGA era games have 100% accurate emulation.)
I'd prefer to see a non-glitched version of this great game but big yes vote anyhow.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Death Rally would be interesting since I've found that the spikes upgrade can be abused under certain circumstances. A TASer might just be able to take down the Deliverators by hitting them *just* right and thus win even the hard difficulty matches with the worst car. The difficulty would be in doing so without dying and without getting lapped (since that causes you to get zero points and money, even if you do kill everybody else).
You could probably record brilliant playarounds in Worms.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Jazz Jackrabbit would be incredible since at full running speed it's nearly impossible to avoid getting hit unless you know exactly where every enemy is.
You can also make use of damage, since it forces Jazz to fall to the opposite side of where he was facing. Thus, instead of breaking force fields you could just run up to them and then turn around at the exact frame before you hit it and he'll fly right through.
I can't even begin to make a list of the things I'd like to see on DOS. This is absolutely my favorite era of games.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Derakon wrote:
Why isn't a tangible limit simply "no glitches", though? Your definition of a "feasible" glitch is not going to be the same definition that someone else uses. After all, all of these movies should be theoretically possible to do on the actual consoles by a sufficiently-precise gamer. How do you decide what's too hard for a human being to do without tool-assistance?
I don't need to decide anything. All we would do in that case is avoid using the glitches that the speedrunners themselves avoid.
I'm not saying this is the best or only way to go, though. Like andrewg just said, speedruns are also constantly evolving. But I still think that picking a route as it was performed way back in [insert date here] and playing the game as if we know nothing more than we knew back then is one particularly interesting way to go.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Mothrayas wrote:
Zipping in Bubble Man's stage in a 'low glitch run' sounds contradictory.
But we need some kind of tangible limit on what we can and can't do. Just having a "low" amount of glitches is very unspecific. One of the potential ways we can draw that line is by mandating that the glitches we perform must also (feasibly) be possible to do in an actual speedrun.