Posts for Warp


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Baxter wrote:
Does "Best glitch" mean the coolest looking glitch, or the coolest concept?
I would say that "best glitch" is the one which had the greatest impact and caused most positive feedback in the TASing community.
AKA wrote:
I think getting past the 30 star door in SM64 would strongly rival your claim.
True. I forgot about that one. Probably caused even a more drastic impact in the community.
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Pekopon wrote:
There are 5 apples. you take away two. How many do you have?
There's an ambiguity there, as it's not really defined if you have all the 5 apples yourself to begin with. The answer could well be "5". (Granted, it says "there are", not "you have", but "there are" is not very informative. Could well mean "there are 5 apples in your possession".)
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If there was a category "greatest glitch discovery" I assume the flag pole glitch in SMB would win that hands down...
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I wonder what an invalid syntax error is... "I got a syntax error, but it's invalid, so I'm not accepting it." :P
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Aqfaq wrote:
It would be fun to have TOP-10 lists of movies based on
Maybe, but none of that can be calculated automatically, so no chance. (Well, scores based on key input is theoretically possible, but nobody has yet made the necessary routines to parse the different movie files for this...)
Chamale wrote:
Does tasvideos have any official rules regarding AO games and the like?
Yes: The more nudity, the better. ;) Is there any non-pornographic console (only including those being possible to TAS) game where there is nudity, even if briefly? Women in very tiny clothing surely, but nudity per se? I seem to remember that at least some FF game, at least the original uncensored Japanese version, had some fiend with bare breasts or something like that?
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Dromiceius wrote:
Anyone else want to share some non-crappy youtube videos of vg piano?
Still Alive, by Jonathan Coulton, performed by Jarrett Heather: http://youtube.com/watch?v=oFeI7Vo3c4s The mp3 version has much higher quality: http://spaceparanoids.net/music/Jarrett_Heather_-_Still_Alive.mp3
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XviD, like DivX, uses the first MPEG-4 standard, which is of higher quality than MPEG-2, and of much higher quality than MPEG-1. H.264, aka. MPEG-4 Part 10, aka. AVC, is an extension to the MPEG-4 standard which improves it, and is capable of even higher quality for the same bitrates than the basic MPEG-4. x264 is one implementation of H.264. But higher quality is not always automatic. The compression has many, many different options, and which options are best depends on the type of input video. It's quite difficult for any software to automatically detect from the original video input what would be the best compression settings for a maximum quality/bitrate ratio. Thus codecs usually use quite generic default settings which work most of the time (I suppose usually tuned to give good results for most live video), but which might not always be the best settings for console videogame style images, which is a rather radical extreme compared to the typical video material. Thus manual fine-tuning is often required for best quality.
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I think it's the overall time which counts, not the time of individual levels. Also, you seem to be implying that the WR is frame-perfect and thus impossible to beat. I find that a bit hard to believe.
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E-mouse wrote:
That's part of why I suggested a separate category for plays with major time-for-entertainment tradeoffs
I agree. If publishing non-speed videos becomes commonplace, they should definitely be clearly separated from the speed-oriented videos, for clarity.
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Then why have rules at all? The only rule needed is: "Submit anything you like and if enough people vote yes, it might be published." It would make the rules page quite shorter.
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sgrunt wrote:
While this is a well-played run, I object to its publication on the grounds that the game is practically identical to Kirby's Avalanche and feel that only one of the two games should have a run published.
Yet it's ok to publish more than one run of the *same* game sometimes? These are two different games, after all. I'm not completely sure I agree with this view. OTOH, it's not up to me to decide.
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E-mouse wrote:
In all honesty, inhuman acts of perfection get old after a while. I've more often been entertained by abuse of game glitches or mechanics in order to tighten up other TAS videos, and this is a fantastic example of glitch/gameplay showcasing that I REALLY enjoyed. I don't know if such glitch/gameplay showcasing is strictly appropriate for tool-assisted gaming (aside from glitches requiring frame precision, at least), but I certainly enjoyed it immensely. More videos of this sort, or (in my fantasies) a sister site or category for goofing around and showing off glitches and gameplay oddities would be immensely appreciated.
There's only one difficulty: Where to draw the line? If this run had been 1 hour long, would you have approved it? I think many wouldn't. So where is the line of acceptable timewasting?
Post subject: Re: #1799: DMTM's NES Super Mario Bros. (E) in 05:17.54
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NesVideoAgent wrote:
I turn the emulatorn on NTSC, beacuse to get Mario 15% faster speed
That's quite blatant cheating, and against the rules.
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mwl wrote:
IMHO, ending on the earliest possible input should have long since been established as the standard for all tool-assisted speedruns.
That's not so simple as it may sound. Ending the movie on the earliest possible input doesn't necessarily mean that the *game* is ended at the earliest possible point. On the contrary, ending the movie at the earliest possible opportunity can cause the game ending to be delayed by a significant amount, even to the point where entertainment suffers considerably. A recent RCR submission was an extreme example of this: The movie was ended some seconds before a normal "end at the moment the boss dies" movie would have, and that caused the game ending to be delayed by something like 2 minutes, IIRC. While technically interesting and amusing, from a viewer's point of view it was an entertainment-killer: Having to wait for 2 minutes for the final boss to die was quite a let-down. Personally I agree with Bisqwit here: http://tasvideos.org/Rules.html#3TheExactTerminationPointIsSubjectToDebate "Ending the movie at the moment when no further input can cause the game to end faster" is a rather sound rule of thumb.
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HHS wrote:
Here's one. Find an a bijective map from the real numbers to a subset of the real numbers that has no interior points.
What is a subset of the real numbers that has no interior points?
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nfq wrote:
i'm not sure
Then why don't you shut up and let people who know answer?
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nfq wrote:
Warp wrote:
And this demonstrates their sameness how?
light can't go through walls, but x-rays can, and yet they are the same...
What a beautiful proof that sound and light are the same thing. This method can be used to prove anything to be the same as anything else. For example, apples can be used to make an apple pie, but oranges cannot. Thus apples and oranges are the same thing.
Sound does not have such electric nor magnetic fields.
if sound wasn't magnetic, it would have no reason to travel anywhere, because it wouldn't be attracted by anything.
Yes. Sound is a sentient being and it needs reasons for whatever it wants to do. If it wants to go from place A to place B, it needs a reason to do so. I'm curious: What is it that attracts sound? Why hasn't humanity yet found this thing?
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Did this movie break the record of "yes" votes?-)
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While there may be some rationality to wanting to see a run through a game without abusing glitches and sequence breaks, the problem with this is one of definition: How do we define what is and isn't a glitch, and how do we define what is and isn't a sequence break? Let's assume that in some game you could, for example, grab a ladder 1 frame too early because of a programming error, thus allowing you to climb that ladder 1 frame faster than what the programmers intended. This is technically abusing a glitch. However, I doubt any of the glitch-hating people would protest too loudly if this was abused anyways because it only has a minimal effect on the end result. The problem is: Where do we draw the line? Grabbing a ladder 1 frame too early because of a programming error is acceptable. Skipping the entire level abusing a warp bug is not acceptable. Where do we draw the line? Maybe "shows the original intended route" could be the line? It, once again, falls down to the definition of "intended route". How much can you deviate from what a first-time player would play before it becomes skipping the "original route"? After all, a first-time player of the game would probably eg. visit all or most rooms which are obvious but not required to pass the level. If there's a room which doesn't need to be visited to pass the level, does it belong to the "original route" or not? Why not? Another example is if the TAS would skip a normal route inside a room for example with a superhumanly accurate jump, saving something like 200 frames. Does that count as skipping the "original route" or not? Why? "Visits all all rooms which are part of normal minimal play" would not be a good-enough rule of thumb, because in many games bad glitches can be abused to zip through rooms in 1 second, although it would take something like 30 seconds at least to pass the room by normal play, even when trying to pass it as fast as possible. Abusing such a glitch would probably be categorized as forbidden by the people who want to "see the game". Of course, if it all comes down to wanting to "see the game", there are many other problems related to that besides glitch abuse. For example, if a boss is defeated so fast that it doesn't have time to switch to its final super-mode, that constitutes, technically speaking, a sequence break, even if no programming error is being abused. It's simply that the programmers didn't expect anyone to be able to beat it so fast. What should be done in this case? Should the TAS deliberately wait for the boss to get to its super-mode before defeating it? And if you really want to "see the game", wouldn't it be great if you could also see all the types of weapons and other features of the game and its enemies? For example, wouldn't it be nice to see all the attacks the final boss has? What should the TAS do? Deliberately wait for each single attack of the boss to happen before defeating it? My opinion is: If you want to see the game, play it yourself. (Edit: Btw, playing the game through first and watching the TAS after that is actually quite rewarding oftentimes. For example, I played Super Metroid through, after which I could appreciate its TASes 10 times more than before. I really recommend it.)
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Solon wrote:
IMO, this isn't a good idea...if there's no voting, just framecounts, there's the potential to get sloppy runs that are quick only because of new glitches being found and exploited, or a good route through the game.
The cynicist in me would answer to that: And how is that situation any different from the current situation? ;)
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Solon wrote:
http://www.youtube.com/watch?v=1jOzeCG1Bzc - Super Mario Bros. Speedexpiation Part 1 of 10
I never understood this one. They used a patched version of smb1 where everything kills you, and they show a million ways to die. Is that supposed to be entertaining or something? Feels more like frustrating. A TAS of that patched version might be cool to watch, though.
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moozooh wrote:
However, I still think both should be voted upon.
I think a no-vote category where publishing is decided solely on number of frames could create interesting competition. There could even be some "top 5 fastest times" or whatever, with the fastest one being published, the rest mentioned. It could be a library of "I don't care if it's fun to watch, I just want to know how fast can this game be theoretically completed". (Naturally it might create some frustration in some cases, eg. when someone submits a record-breaking movie and then someone takes it, makes a slight modification which makes the movie 1 frame faster, and steals his first place the next day. OTOH, in such a situation people just have to live with the fact...)
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IMO publishing this movie clearly shows the need to split the movies in the site into distinct categories, as I have suggested in the past elsewhere. As a recapitulation, these categories I suggested were: 1) "World record" anything-goes type TASes, with the only affecting stat for publication being completion time in frames. (Ie. these moves are not voted for.) 2) TASes with alternative goals besides the anything-goes category (such as "uses no warp", "collects all items", etc). 3) Superplays, where the goal is to complete the game but not in the fastest possible time, either because it makes little sense (eg. because the game is an autoscroller like Gradius) or because it's more sensible to aim for goals other than fastest time due to the nature of the game (MK2 being a superb example). 4) Machinima videos: Basically everything else. The goal doesn't even have to be completing the game, it doesn't necessarily need to start from reset, and it doesn't necessarily need to preserve any continuity. They are a bit like music videos. As for this version of the RCR video... it kind of confuses me. Its goal is not very clear, and it kind of defeats its own goals. It kind of belongs to category 3 above, but also a bit to category 4. Something in between, without really being either. IMO it kind of fails to be a superplay because it shows only a few places which probably couldn't be played by a human, and quite a lot of places which could probably be relatively easy for a human to play. It also fails to be a superplay in that it has many seemingly needless delays for no obvious purpose, not even for entertainment, making the movie needlessly long. It also kind of fails belonging to the 4th category above because of its length. By both trying to be a funny machinima video *and* completing the game, it fails to be one. Ok, it doesn't fail per se, but it fails to be a *good* machinima video IMO. Too long. Anyways, I still have the strong opinion that the site should start using either the categories I suggested above or at least something along those lines.
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Bisqwit wrote:
I forget which game it is from.
It's used in the mini-game at the beginning of Ridge Racer, but I don't know if it's originally from there. Probably not.
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I first used bittornado, but got tired of its limitations, so I searched for better alternatives. In Windows (when I still used it actively)I had used bitcomet, so I wanted something resembling that. I found ktorrent, and it has been acceptably good. Just make sure you get a fairly recent stable version.