Posts for Samsara


Samsara
She/They
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This confused me, so I'll explain it here: BizHawk in its current state shows the time as 13:10.75, which is reflected in the encode and the previous publications. The submission parser was recently updated to a more accurate PSX framerate (it's fixed in BizHawk dev builds as well, so it'll be in 2.5), so the time of 13:02.21 is actually accurate. The currently published run is actually 13:02.83 under the correct framerate, making this a 37 frame improvement as opposed to a 9 second improvement. The run desyncs very early on 2.4.2, but syncs fine to the end on 2.3.3. It's still Oddworld! Another long-running series of TASes, though I'm not nearly as fond of it as I am TTYD or FFCC. It's nice to see another tradition continuing, though! Everything still looks fine to me, optimized, nicely put together and all that, typical of every Oddworld submission that I've seen. Still can't give this more than a Meh on entertainment, though.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2122)
Joined: 11/13/2006
Posts: 2793
Location: Northern California
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2122)
Joined: 11/13/2006
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Location: Northern California
Mo Jie Qibing, mo' problems. I can't say I'm the biggest fan of bootlegs, but I found myself really entertained by this. You did an excellent job keeping it entertaining through Gandalf's fun time spin party antics, weekdays at 4:30 PM on Cartoon Network, even the four minute autoscroller on the raft didn't get boring. The game actually looks like a bootleg that works well and is fun to play. Really liked damaging the bosses before their speeches, too. Gives the run some extra flair. Also, stolen Trials of Mana assets! Voted Yes, and I agree that this is Moon worthy. Alternate Joke: Why do we need Mo Jie Qibing? Why can't we have Less Jie Qibing?
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Joined: 11/13/2006
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Location: Northern California
This kind of thing happens sometimes, where glitches in published runs are discovered to be emulation bugs . I believe Super Mario Land 2 had an issue like this as well? Since we don't unpublish runs for any reason, the only thing to do is to just submit an improvement run that doesn't use the glitch, or in your case I suppose it means using the glitch in a different way that doesn't crash on console. It won't have any impact on how the run is judged, don't worry. It's the same sort of thing as when we get new, more accurate emulators, and we end up getting improvement runs that are actually "slower" than published runs (note that the obsoleted run appears to be over 10 seconds faster, but this is due to the new run including the PS1 BIOS). The more console-accurate run will always be preferred, even if the accuracy makes it slower in the end. Hopefully that clears things up!
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2122)
Joined: 11/13/2006
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Judging from the title, the provided video appears to be on console, so it looks like it's being handled correctly on BizHawk. If the glitch only works without crashing on PSXjin, that'd be an emulation error, and it wouldn't be allowed. I imagine the only reason it was allowed then is due to the fact that PSXjin is the best we had at the time, and there wasn't enough research done to know whether or not that particular glitch worked the same way on console. It's unfortunate, but that's the way it goes with accuracy.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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In-game time is definitely faster in this run. It's actually even faster than the table suggests:
Samsara wrote:
This run spends about 30 seconds in MH2 (starting from the end of the MH1 victory cutscene), while the published S+T run spends about 40 seconds in it (starting from using Tails to break the MH1 victory cutscene), both ending at the very first hit on Eggman.
So S+T essentially gets a 10 second head start before the IGT starts running in that run. S+T also get a 4 IGT second head start in Angel Island 1 from the cutscene breaking, meaning the total time save is actually closer to 20-25 IGT seconds based on pure comparable gameplay. I'd support this run obsoleting any% until a new any% comes around, with the caveat that this run is still branched as Sonic only and the description makes it clear that the improvement is purely IGT, the runs are close enough in content to warrant the obsoletion, and the realtime loss is solely because of a cutscene that solo Sonic can't skip. It wouldn't sit right with me any other way.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Joined: 11/13/2006
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I've always just gone for either games I really like or games that looked interesting to me. If it's doable, do it! You have a huge advantage with years of 3D game TAS experience, too, so your scope is a lot wider than most other peoples'. Regardless of what you choose, even if it's more FFCC, I'm looking forward to it!
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2122)
Joined: 11/13/2006
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Location: Northern California
I'm amazed at your persistence with this game and how far the time's been pushed down over the past few years. I wish I'd been around to see the first submissions as they came in, but I'm glad I came back to a shiny new run. My knowledge of the game is pretty rusty, but I remember being an idiot child who had a lot of trouble playing it, so seeing it demolished like this is pretty great. The movement looks clean, you've definitely improved on that from your early WIPs years back, and clearly you've only gotten even better over time with all the work you've put in. The sign glitch/Mog Push stuff made me laugh every single time. Just... Just push it real good. Those moments also looked really clean to me, doubt there's any more than a few frames to shave off of 'em, if any at all (optimizing 3D movement is a pain T_T). Lovely run, voted Yes! As much as I admire your dedication to FFCC, I'd really like to see what you can do with other games after everything you've learned!
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2122)
Joined: 11/13/2006
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Location: Northern California
My excitement for seeing this submission exhausted me so much that I had to take a nap. Worth it. I've been waiting for a DK94 run for years and this absolutely didn't disappoint. Thanks for making it, amazing work, Yes vote!
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Post subject: Re: #6824: ScHlAuChi's Genesis Ultracore in 35:13.36
Samsara
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ScHlAuChi wrote:
So the only "true" official version is the PAL release, and its quite likely the game would have only released in Europe if it didnt get cancelled back then. But maybe that doesnt matter for TAS`es? Are PAL only releases that were hacked to NTSC allowed as runs - like say something like Probotector?
The case of a PAL only game being ROMhacked to run at 60fps would not be allowed. In that case, we would just take the original PAL game at 50fps. The issue here comes from the fact that the NTSC ports were officially released, and judging from your explanation (thank you for that, by the way!), it's actually a less cut-and-dry issue than I anticipated. Our version rules are here, but there isn't a specific case for games that were made for PAL that got ported to an NTSC region. The technical issues and the official releases make it a tricky case to judge. PAL's obviously the intended, superior version, but NTSC doesn't appear to be inferior enough to warrant convincing people out of using... Plus, there's the whole thing about Ufouria being on the (E) version despite a 60fps (J) version existing, without any other noticeable differences... I'm still leaning towards NTSC being preferred, here, but I can see it going either way. Hackjob or not, NTSC is still an official release. It could lead to a more entertaining run: I always preferred TASes that were harder to follow, personally, so those technical mishaps might lead in to that.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Post subject: Re: #6824: ScHlAuChi's Genesis Ultracore in 35:13.36
Samsara
She/They
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Oh, sick, Longplay/TAS crossover! So this is what it's like when worlds collide! I'm watching the run right now and seeing a few immediate, though relatively minor issues. The TAS feels more like a really good RTA run as opposed to something clearly tool-assisted, which gives me some doubts about the overall optimization of the run. The submission notes don't really help either, with most of it being variations of "This could be faster, but I didn't try it". The movement looks good, but I'd have to look closer at the actual game to be able to tell for sure, and good movement doesn't mean optimized if there are routing improvements like the submission text seems to be suggesting. There's already a 9 frame faster WIP that's been posted on Discord. Of course, that's a matter of a handful of frames. Now, as I understand it, this submission is meant to expose people to the game and attract people to TASing it, rather than actually providing an optimized run. I do appreciate that in a way, submissions tend to get a lot more notice than anything else on the site, but there are other methods of exposure without needing to submit: You can make a thread on the forums for the game, and upload WIPs, test runs, or even full game runs like this to the site's userfiles system to show people. My main point of concern is this, though (emphasis mine):
TASVideoAgent wrote:
This is also the reason why I picked the PAL version for this run. While there is an US/JP release that runs at 60fps, those are basically "bad" ports, making the game run too fast and cutting off parts of the screen that are crucial! Becasue of that, the PAL version is the only one that should be used for speedruns!
Could you explain this further? Our rules state that NTSC is almost always preferred unless PAL runs at 60fps (which isn't the case here), has version-exclusive glitches that allow for a much different looking run (which I don't know about with this game), or if it's the only released version of the game (which also doesn't seem too be the case here). If I'm reading that line about "cutting off parts of the screen" correctly, not being able to see as much of the screen doesn't matter at all for a TAS, and isn't enough of a difference to justify using PAL, but since I've never heard of this game until the submission, perhaps there are more specific differences that you know about that could warrant it.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Excellent breakdown, thank you!
To sum up, going for optimization in this game seems to be a little odd...depending on what needs to occur to wipe out the opponent. The biggest issue that I see is a lack of executing a plan, which the current plan is just taking on the computer by thinking one move ahead, rather than accounting for situations to avoid opponent obstacles, setting up for combinations, and trying to push the opponent off the screen early by noting the CPU's position and circumstance. On the first round here...the strategy used push the CPU to the very last space possible, which takes a longer time...especially for the cut scene of removing all the drops.
This is the main thing, the lack of plan, and you expanded upon it better than I did. I had a very similar case a few years back where a TAS struck me as just being reactionary, i.e not having a plan and just going with what was given. For a puzzle game in particular, especially one where you're facing a CPU, a lack of plan is a death sentence for the optimization of a run. Every variable needs to be accounted for: Piece order, combo potential, garbage blocks sent to the opponent, the CPU's drop speed, the CPU's own attacks towards you... As a quick example, our currently published Puyo Puyo 2 run is 36 minutes shorter than this (with overshot input/blank frames removed), but it uses about 6x the number of rerecords. It also has one less variable to account for compared to this game: The CPU's blocks don't disappear individually after a battle so it doesn't matter how many they have on screen. This is definitely a publishable game, but as nymx said, it needs a lot of work and planning to really optimize it to its fullest.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Going through that post, I'm seeing a lot of either "this will more or less be the same" or just talking about level wraps and zips in general. Here's the big problem that I see: S3K is zipping. It's a lot of zipping, level wraps, watching a screen fly by in fast motion until it finally lands at the boss of the area. The only way these runs differ is in the decreasingly often sections of actual gameplay, which most of the time is just to set up the next zip, and most of the time the setups are near identical except one method is slightly slower than another. This would be a MUCH different story without the zipping, if every character actually had to play the levels and were able to get through using their unique abilities. Going off of one of your earlier posts in the thread, I think the branch thing isn't mentioned in Movie Rules because it's almost never a problem, it's only in very few cases where a game could actually warrant the publication of several branches. I admit that's a flaw with the rules. It's mentioned in the Judge Guidelines, which is why the current Judges (and myself as a former Judge) are even talking about it in the first place, but I do agree that it should be more clearly communicated to TASers and audience as well. I understand that a game's community would see no reason not to have every possible branch published, especially in S3K's case where there are actually different playable characters that would normally lend itself perfectly to having a run for each character, but the community has to try to see things from the general audience's perspective. When it comes down to it, is there a reason to watch all 9 published S3K runs (competition mode is excluded here, Amy hack is included)? Is it worth it for a member of the general audience to specifically sit down and watch every single branch of this game? I'd argue it isn't, and part of my argument is that I already am a member of the general audience, and recently I've watched four of those runs, plus this one multiple times, and I can honestly say that there wasn't much difference to me, and I'm clearly not the only one who thinks that. Keep in mind that even if this run gets rejected, it doesn't mean it can't be looked at again and published in the future. The rules can change, and they HAVE changed, and runs have gotten second chances due to these rule changes and a lot of them have ended up published after all. Timeframe isn't an issue either: Look at when this run was submitted VS when it was finally published. 11 years. Rejection is only really the end of a run if it's noticeably suboptimal (which this run absolutely isn't) or if there are other glaring issues (emulation, flagrant rule-breaking, things like that, which again this run isn't any of those things). The branch thing isn't even so much a hard rule as it is a philosophy, even if there are times (like now) where we do enforce it as a rule. It's a really difficult case. I just hope that if it does end up getting rejected, it doesn't kill the community's motivation to improve the other runs, as there seems to be a LOT that the published runs are missing. Maybe we can take a look at this run again when the other categories are finally improved and it's a lot easier to compare? Otherwise, we can take a look at it again in the future when the rules change, and yes I'm fully expecting that to happen.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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This was just submitted. The actual time of that run is 4:44:37, while the actual time of this run is 4:46:03. The only difference between the two seems to be glitch usage. What happens to this run? The community separates between glitched and glitchless, but the new submission is now the fastest TAS of this game. Does this run get rejected for not being the fastest run, despite being an improvement to a published run? Does the published run get obsoleted until a faster glitched run is submitted? Will I ever comment on a run that doesn't warrant a lot of questions?
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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You don't have to resubmit. You can uncancel this and have a Judge replace the submission file with the fixed/correct one.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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nymx wrote:
Samsara has outline a number of items that are clear red flags for optimization problems.
Would you mind taking a look at the movie yourself and verifying them? I saw you in the chat for the RTA run I linked, so I'm assuming you know enough about the game and speedrunning it to be able to confidently confirm/deny my suspicions. EDIT:
KusogeMan wrote:
welcome back samsara!
Thank you!
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Joined: 11/13/2006
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This is noticeably suboptimal in a lot of places, and I've only watched the first stage.
  • The rerecord count is ridiculously low for a game like this. Piece order can be manipulated before each stage, but not in the middle of a stage, so a TAS would want to at least make sure that the piece order is suitable for a fast stage completion.
  • Speaking of fast stage completions, this is a Puyo Puyo style game (not exactly the same, but similar enough), and yet combos aren't being used or even set up in this TAS. The game has them and accounts for them. Not only is it far more impressive to set up a massive chain in advance, but it should also be much, much faster than just going for 3-in-a-row clears over and over.
  • The input looks noticeably sloppy. Autofire looks like it's being used in places just to turn pieces, leading to situations where you use 5 B presses to turn a piece twice. At the beginning of the first stage, you turn and position pieces before you start fast dropping them, which loses time, and it looks like the only reason you stopped doing that is because you started holding Down for the entirety of the rest of the stage. It looks like you just did the entire run in "real time", but at a low speed, as opposed to using frame advance or TAStudio. The menuing at the beginning is optimal at least, but the random Start presses while waiting for "PRESS START!" to appear tell me that you didn't bother trying to correct them. It's only a minor nitpick, but it still leans into the sloppiness of the input. Nearly all of your text clearing input is overshot. The last actual input of the run happens at frame 142940, but the A button continues to be held for 5 more seconds after that, not to mention the almost 2 full minutes of blank frames at the very end.
  • This was done on the default difficulty (Monkey). Hardest difficulty should be used for a TAS like this, as it's much more impressive to see the domination of a difficult CPU opponent as opposed to an easy one. The faster drop speed on higher difficulties may even make the run shorter, since attack pieces don't drop in until a normal piece lands.
  • On that note, the most directly comparable RTA run I could find (there's a much faster one on speedrun.com but it's on a different version of the game (Arcade), and appears to be on a different mode altogether) is only a few minutes longer than this (after adjusting for the blank input). The RTA is done on the easiest difficulty, where the CPU takes nearly a full minute to drop its first two pieces (and thus it takes about 20-30 seconds between attack pieces dropping). With the CPU drop speed being that much slower on the easiest difficulty, a TAS on any other difficulty should be more than just a few minutes faster overall.
This is also a PAL game, running at 50 FPS, with an equivalent NTSC-J version. Is there a reason PAL was used here? The games appear to be identical apart from the FPS. In cases like these, NTSC is always preferred, regardless of language. Between this and your SNES Test Program submission, you might have your submission privileges revoked if you submit another hastily done TAS. I highly recommend that for your next project, you look around the forums to see if anyone else has done any work on your chosen game, and if so, see what you can learn from them. There's no thread for this game, but you could start one in this subforum if you're interested in working on it further. Spend more than just a single day on a run, test everything you can, optimize your input, and come back with something great. Get involved with the community and ask around for advice, there's always someone who's willing to help. Good luck!
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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It exemplifies what a TAS is all about: Clear, defined sequence breaking, incredibly fast pace, precision at speeds that even someone unfamiliar with the game would know that you shouldn't be able to reach normally, plus it just gets better over time. Definitely deserves the Star.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2122)
Joined: 11/13/2006
Posts: 2793
Location: Northern California
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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By that logic, you're saying this run is even less acceptable, since the already unacceptable IGAvania "bad endings" count moreso as actual endings (i.e, unlocking postgame features) than this run's "bad ending", which... Again, is really no different than the game's usual game over screen, just packaged differently.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Let's take a look back at this:
The submission text wrote:
This game has a Continue system, if you passed to another Area (this saves your progress automatically) or if you hit the Save Block and then take a Game Over, you can continue with the items that you got.
Memory wrote:
After returning to title screen, hitting continue you seem to have all your previous items and progress.
This sounds like the exact same situation to me. The game hasn't been completed, the fact that you keep all your items when you continue is proof of that. The game is literally treating this "ending" the exact same way it treats a game over. Comparing this to Clock Tower and Sonic 3 isn't really fair, because the "bad endings" in both of those games are actual established endings that actually complete the game, with other endings more or less being rewards for doing different things. The reason the IGAvania comparison works is because of the intent of the "ending" sequences. The scale of what you need to do to unlock more content VS what content gets unlocked doesn't matter, because that isn't what's being compared. What's being compared is the precise sequence where you understand that the game is "ending". PoR and OoE specifically give you Game Over screens, meaning that the intent is perfectly clear: They're not endings, they're Game Overs. Reload to a previous save where you keep all your stuff and go do it right this time. It's the equivalent of reading a Choose Your Own Adventure book, finding the quickest way to die, and calling that the end of the book. That's not what CYOA intends: It intends for you to go back to the start with the knowledge you've obtained and try again, now that you know that if you try to jump over the spike pit on page 115 then you'll fall in and get penetrated on page 69.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2122)
Joined: 11/13/2006
Posts: 2793
Location: Northern California
I love the narrative of Milon's reality-shattering moonwalks. Looks like it'd make a great run, and then after that run I can return to my computer by clipping through the wall and watch a great TAS of this game.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2122)
Joined: 11/13/2006
Posts: 2793
Location: Northern California
We don't allow the bad ending for Aria of Sorrow: Even the warp glitch activates the good ending. Same thing with other IGAvanias, we only allow the true endings for them. This run looks like the same thing to me. Something that was brought up on Discord is that since the game tells you it's an ending, then it counts as one, and thus should be allowed. To that, I bring up NieR: Automata. Assuming that the only requirement for an ending being acceptable is that the game calls it an ending, then in the far future when Automata becomes TASable we could theoretically have 26 different branches, 21 of which being deaths, gags, or just "oops, you walked in a different direction during a critical moment!" Each one of these "endings" is explicitly marked as an ending, they all display a credits sequence (technically), but I think everyone would agree they're not acceptable on the site. Acceptable endings are always going to be a case-by-case basis, but I think a decent general guideline is to look at the ending's intent. The gag endings in Automata aren't intended to be legitimate endings, the bad endings in IGAvanias aren't intended to be a conclusion to those game, and this ending is more or less just saying "Ya fricked it! Try again!" The game even lets you keep your items after this ending in the same way that it does when you get a normal game over. If an ending more or less just tells you to go get a better ending, I don't think it should be acceptable. It's a great run, but this ending doesn't look like valid game completion at all. I'm hoping that warp glitch can be routed into an acceptable category.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2122)
Joined: 11/13/2006
Posts: 2793
Location: Northern California
I choose the Dodgers for no particular reason. (...) The A's are the fixed CPU opponent.
No vote. Reject this. Worst run on the site.
...these two awful teams...
Yes vote. Star this. Best run on the site. No I'm not a Giants fan what makes you think that ...Having played this, I completely understand how much of a pain in the ass it is to make it do what you want, and I applaud you for looking so deeply into testing many different patterns. Excellent work.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2122)
Joined: 11/13/2006
Posts: 2793
Location: Northern California
Published run, for reference: [2420] NES King Kong 2: Ikari no Megaton Punch by max12187566 in 02:58.07 (EDIT: Temp encode removed as the author has provided one) Short and sweet run, nice improvements. Voting Yes!
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.