You're allowed to end input if doing nothing will still result in the game progressing to its finished state (e.g. Castlevania: Symphony of the Night, where a shot is fired from the medusa shield then input ends and the final boss dies to the homing bullets)
1) Black and white lack hue and saturation, which are defining aspects of a colour.
2) We refer to colour-blindness as the inability to see colours. But colour-blind people can perceive black and white fine, therefore they cannot be colours.
3) No one, artist or layman, has ever referred to a monochrome picture or painting as 'colourful'.
trolololol
I wonder how many iterations it would take for score/lives/position to sync up such that the exact memory state of the game was identical to a previous one. Once you can show this, you know it will go on forever.
It also has to be at the exact same frame in the loop, but yes.
I think to be accepted it would have to be a glitch fest that also beats the game (ala the link's adventure glitchfest). SMW is probably the best game you can make a glitchfest video for, due to the endless amount of abuses known in its engine.
one of my twitch viewer found an VERY huge game breaking glitch , i will give information later one.
Trying it here.
http://www.twitch.tv/rezard/new.
Video of the undercave double glitch here (the dafuq skip + sonar map exit). with button input (it may help a lot)
Acctualy this is very very timming based , you must stand still (no mouvement at all) then press down and sightly after or nearly at the same time press B , this will make the camera mess up. Then press up , then again Down +B ect , i repeate this is extremly tought to do.
The pteranodon pond is also fully skipable, the glitch is almost the same but is harder to do , once i will knew the timming i will post a video with button input.
Link to video
edit : did the "tas" ridge water skip at the end , its possible on real condition.
Video of it , the input may help for the timming , Mashing B like i do is a wrong idea but is cause of the timming , but i don't know what do do at the end , but this one doens't wroth the risk . The most interesting is the pterandond skip but i can't do it yet (basicaly , is the same but horizontaly, and visual clue is almost unexistant).
Link to video
Newpants made a janky TAS and found the clip is possible in every stage except for two.
RIP Ecco.
Link to Newpants' video: http://www.twitch.tv/newpants87/c/2084668
Isn't the problem with hourglass and java games is that it's implicitly multithreaded due to garbage collection/finalizers? I think starting up the java virtual machine is hard to keep sync-friendly, too (due to things like JIT, class loaders, static initialization...)
Is it faster to jump on/over slopes than it is to walk along them? Or is it the same? (I seem to remember this having been a huge debate at one point.)
Link to videoLink to videoDoes anyone have this game on Steam who can check if TASing it in hourglass works or not? I only have this game on iPad. I want to TAS this but I don't want to buy the game a second time to discover the answer is 'no'. Any help on this would be greatly appreciated :)
Super Hexagon already has really impressive real time videos (most of them by vmvolcano / sigsig), but I think a TAS for this game would be really cool. Examples of things you could do (refer to http://steamcommunity.com/sharedfiles/filedetails/?id=121153531 for pattern names):
-Whenever you see two walls separated by a gap, you should be able to poke the pointer into the gap very briefly and pull it out again.
-Your pointer is considered to be in only one 'sector' at a time, so you can cruise on a seam between two sectors, making 1 frame adjustments to appear to be motionless yet remain alive.
-On the other extreme, it would be entertaining to clear patterns with as much extraneous and dangerous movement as possible.
-It is possible to slip through the diagonal cracks in patterns such as Double Whirlpool. In fact, it happens every time, but you could abuse this in a TAS to clear a double whirlpool with only a few frames of movement.
-The music in this game is great, so why not move to it from time to time?
-The patterns Stairs 1 and Stairs 2 have lots of alternate solutions besides the obvious ones, that are really dangerous. (Rain has a lot of things you can try, too.)
-Sometimes you get patterns like the picture for 'Solo' for Hexagon - double banded stripes just before a C. Seeing as I almost always die to these when I'm trapped in the wrong sector of them and can't react and spin fast enough to clear the C, a good playaround should defy death on these kinds of 'traps' as often as possible.
-Making very late movements would be entertaining in general, as well as rotating the long way around and still clearing, etc.
-On the last black/white stage, the pointer should do ridiculous things like linger on the top/bottom instead of the left/right (normally suicide since you have less time to react), incredibly death defying constant spinning and so on.
Another idea would be TASing Open Hexagon, a clone of Super Hexagon for the PC. You can script new levels for it using json and LUA, controlling things like patterns/speed/rotation speed even mid-level, so a ridiculously hard custom level could be made and cleared by TAS.
Link to video
It's kind of hard to contain how cool this hack is in a single screenshot. Maybe Megaman vs the 8 mini robot masters at the very end? Megaman vs wily's laser bullet hell saucer would be cool except I think the boss is actually killed so fast he doesn't get time to fire any of the really cool patterns.