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There are tons of games that are very fun to play without passwords, so using passwords in them feels like a special addition. No one demands their SRAM-anchored or password based movies should be vaultable. Because without those, such games have their merits.
This game is useless without this feature. And this feature still introduces ridiculous amount of subjectivity, ambiguity, exceptions. And in the end, even with the feature, the game is still totally boring! I would go as far as to say that this game is just bad. It's poorly designed, if even playing it in the ways it wants to be played, it's still absolutely not entertaining to the general audience.
I explained in details why such cases do not belong to Vault in principle: the Vault requires clear cuts, standardized goals, simply verifiable and objective definitions for everything. This badly made game fails to provide Moons value entertainment, and it fails to provide Vault clarity rules. I fail to see why anyone even wishes its CD-monsters to be vaultable. People fail to understand what Vault is, and what it exists for. They simply set themselves a goal that the game just has to be published somehow, no matter how, with extra CDs. No one has ever tried to prove that this game has any vaultable qualities. Because it doesn't.
I'll reply to Omnigamer later.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Good point. You might want to try other keyints, starting with 2 and waiting for seeking to stop being instant. Maybe somewhere at around 10 it becomes a problem? I dunno, a wild guess.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I'll boil this entire problem down to a few clear and objectively verifiable points.
This game explicitly asks the user to use the CD-ROM drive as an input device.
We have to agree that for this game, sending specific input through the CD-ROM drive is usual, and this is similar to a special controller.
Input that the user ever sends to the game is just bits of data, and the game interprets them as it wants.
Sending input data to advance through the game, doing certain actions and getting certain outcome gradually, or via glitches, is the usual way of playing games.
There may be specific input combinations that spawn new characters not present from the start, without having to get them the usual way (see the previous point).
If the game does not explicitly tell you those combinations (during gameplay or in the instructions), using them in Vault is not allowed.
Such uncommunicated inputs are treated as secret codes, and if they unlock such new characters, they are only allowed for Moons.
It is possible for a game to have a password system instead of input combination system, and to use that to spawn such new characters.
It is possible for a game to never communicate password examples, in which case they all become secret codes.
It is possible for a game to allow loose experimentation with a password system, where every password would spawn some randomly arranged character.
If such a game can be completed without spawning new characters, then they are not required, they are optional.
If such a game is made to be unplayably boring without such passwords, players may refuse to play it without passwords.
In that case, in real life, passwords may become a usual way to play this game, from the real human perspective.
Finally, the question.
Should the above scenario justify accepting for Vault a movie using passwords to spawn new characters not present from the game start, and not otherwise obtained during the movie? And why exactly yes or no?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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03:52:53 <DeHackEd> TASVideoAgent: refresh cache nao for http://tasvideos.org/DeHackEd.html
03:52:54 <TASVideoAgent> DeHackEd: Cache has been updated, Sir!
03:53:18 <DeHackEd> I feel like this could turn into a game of SNES family feud
03:53:56 <TASVideoAgent> I am buying everyone lumps of tuna
03:54:09 <Dacicus> Lumps... of tuna?
03:54:25 <TASVideoAgent> It is a feos classic
03:54:27 <EZGames69> I love tuna
03:54:37 <EZGames69> Everyone on discord is confused btw
03:54:40 <TASVideoAgent> and honey
03:54:54 <DeHackEd> TVA is not a puppet. get your arm out of his ass
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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The game image is not input. Input is not the game image. Using the hardware parts that connect us with the game image, as a source of user input, is objectively not usual. Not giving the user direct control over the outcome is even less usual. This way to obtain user input is unpredictable for a regular user. And this approach is overall moot when it comes to classifications. Moot scenarios are not for Vault.
Another important point is that the rule already lists exactly our case ("unlock a special character"), and only then generalizes ("or otherwise play the game in some unusual way") for cases that are similar in nature, but different in the details. There's no point in speculating about usuality when it's already namely covered.
This is only true for this particular game. When setting precedents, we should foresee possible ways to shoot ourselves in the foot that may be discovered if we don't account for enough aspects. If we allow this for this game, tomorrow someone finds a game that uses arbitrary CDs in infinitely more cryptic (creative) ways, and it'd be impossible to simulate having them for real. And it's impossible to build a rule around real world possibilities you have literally no control over. "Arbitrary" means that it might as well be absolutely anything else, and we won't be able to draw an objective borderline.
Knowing history is in no way required. I linked you directly to the judgment decision that explains what problems Vault has with unclear cases.
Again, exactly! We can't know how entertaining this is able to be until someone tries, but we can't guarantee that it ends up being entertaining, and if it may end up being not entertaining at all, why exactly do you bring up the TAS qualities of this game? Vault is not about TAS qualities, it's about objective and simple speed records.
The very fact that we're having this argument means this case is not usual, it is not clear, and it doesn't rely on anything objective.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Fixed this for you. I think the internal contradiction is obvious here.
It may be usual for this game, but this whole concept is still unusual compared to all the other games, and I think you will agree with me here.
We care about feelings, and we want our audience to experience the best feelings. This is what we have Moons and Stars for. But in Vault, feelings are subjective, so we can't rely on them.
I call this TASability. I argued that some educational games may have TASability, therefore they should be accepted to Vault. But yet again, TASability is a potential matter, it can only be proven to be there once someone invents ways to showcase it. And for cases when TAS qualities of a game are showcased, we have Moons and Stars! Here's the decision that explains this concept in more details.
Exactly! You want it to become vaultable because it'd be entertaining and interesting to make and to watch. But it's not proven to be entertaining yet. The whole problem is the same as with Math Blaster. People want it to be vaultable because they care so much, yet no one cared enough to actually enjoy the movie in question!
Movies like this one can't be vaulted not because we have some unfortunate rule that we just have to obey, but because the whole nature of the Vault tier is to accept boring movies if their gameplay can be clearly, objectively speedrun. When a game entirely depends on arbitrary external data, having it in Vault defeats the purpose of the tier.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I think the rule I mentioned after that post resolved quite a few of your concerns. Look at it this way:
There is a feature to unlock a new monster not present from the start. The game does not tell you what you need to use exactly for some known outcome. It encourages you to experiment. Yet without unlocking anything, you can still complete the game.
The site rules do not care what this feature is technically, as long as it functionally does the above. It might have been a password generator that would pseudo-randomly spawn you new monsters, with the game asking to test words of the English language against it. It might have been a button combination used as a randomness seed. It might have bean leftover RAM that remains from previously used game, and isn't initialized by the game in question. The options are endless, the functionality is the same: external data not known from normal gameplay is used to unlock new monsters.
If instead it was something required to even complete the game, we'd have to make an exception yet again, even if unlocking is the only way to complete it. But thankfully, this isn't the case, and I honestly don't know if it will ever be.
As for optimality, as long as the image suits one's goals, it doesn't have to be unimprovable in that regard. It should only be hard to improve, which means due effort should be invested into optimizing it. But human nature means there will always be room for further improvements.
Do you mean obtaining monsters from external discs is required to complete the game after all? If not, avoiding external images is vaultable.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Data is information, knowledge is acknowledged information, any knowledge is data. If you insert an image external to the game, you get the knowledge that you haven't got from the actual game. This knowledge is already contained in a potential form in this external image. You game did not have it either. It will learn this external knowledge if you insert such an image. So yes, putting a different CD is relying on external knowledge.
They still have to have a CD to insert. They may not have one.
First, the very "normal" is moot for this game. We're having this argument exactly because it's moot. Second, you spawn secret monsters using this method, you unlock secret content, and this is covered by the rules as unvaultable.
Obviously obtaining a more advanced monster makes it easier, compared to sating from scratch.
The fact that someone at some point in history figured out how the game uses the other CD's data (which then allows us to pre-define that CD) doesn't change the fact that the game is still using the information as if it's a normal unenhanced playthrough.
The CD swap is a 'luck' situation. Getting the best possible monster from the swap is like getting lucky in picking the right disc when playing on actual hardware. We just manipulate the luck to yield the best outcome.[/quote]
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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This is indeed the key to this whole conversation. See the explanation of what tasvideos means by in-game codes:
It is very clear that for Monstar Rancher 2, a feature that allows you to unlock hidden monsters is exactly of this nature as well, so it falls under all the limitations as these codes do.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Then it's not any%. My point all along is that you can't disagree that those external CDs are still not parts of the actual software we're playing. Launching the game does not magically spawn CDs in your room. It's theoretically possible to program generating an extra image, if CD recording is a thing when the game is being released, but it is still fundamentally separate from the game we're playing.
If you play Super Metroid, you make decisions on which items you want to pick, and they fundamentally belong to the game. You are able to access them after simply launching it and playing through a bit. They are valid for any%.
Damn, even SRAM usage itself is allowed, as long as you generate SRAM by playing through the game you've launched from scratch. You start the game with clear SRAM, you write to it at some point - you can load it. And it's still any%.
But when you use SRAM that was obtained outside of your main movie, for example, it comes from a movie that you've stopped an hour ago, then it's not any%.
You need to understand the principle here: starting a new movie from SRAM is intended and encouraged. But it's not vaultable, because this SRAM is external to your movie. The thing with external CDs is identical: they can not be a part of your movie, therefore they aren't vaultable.
You said it yourself. Catching them all is not any% for pokemon games, it's full completion.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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But are external CDs required to be able to beat the game?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I have a more concrete point.
If magically obtaining a monster from an external source is any% for this game, then what are we supposed to do with all the gameplay where you have to raise/train/improve/breed your monster? What is it even there for? Is it not any% anymore? Is it primary any% versus secondary any%?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Do you think a lot of people would agree with you on this?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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The question is, do you count the scenario where things you haven't obtained during normal gameplay, magically appear from the outside, as an any% category?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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My build is just a hack of X432R.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Saved game is not related either. Saved game won't help us get rid of the additional image requirement if we want new monsters.
The question is, why do you think we should judge 2 similar scenarios differently:
1) using SRAM to unlock new content not available from scratch, and
2) using additional image to unlock new content not available from scratch?
How does the latter magically make it any%? Especially given how strict some people are about any% in general, the purpose of Vault is to never have to explain anyone that "well, this particular not-quite-any% is still considered any% by some people, therefore we consider it absolutely objectively clear cut, and therefore vaultable". Do excuses like this really sound sensible to anyone?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Using SRAM in games like Pokemon or Chrono Trigger is also expected and encouraged. Doesn't mean it should become vaultable. And it's unvaultable not because of things you're describing ("unintended external source (such as a game-genie)"), but because it's not running the game from scratch: it's not any%.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Of course!
I don't understand what you're saying. What's your take on my longpost?
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Images that ultimately belong to the real world, and not to the game program, can't be used for movies, simply because you can not record real world into a movie just like that. The real world uses to decay, and images may disappear over time, becoming unavailable. But I already elaborated on the practical benefits of a hand-crafter image here:
http://tasvideos.org/forum/viewtopic.php?p=473807#473807
As Memory pointed out, using such an image in the movie, with detailed instructions how to recreate it, makes it future proof in addition to all else.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Right, for anything like this we'll need to come up with new rules, that'd consider all the limitations and possibilities we could bring up. It's just completely separate from the additional images problem, so it shouldn't affect our decisions for this game and similar ones.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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So far I don't know any other game (or game series) that'd explicitly ask for irrelevant images. Within this exceptional case, validity and reproducibility should indeed be tested. But for all the other games, I believe the rule about image integrity will stand.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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No, you can very well craft an image that suits best your needs for a given movie. You want to maximize some stats and minimize some side effect - you use the image that actually maximizes and minimizes those. I don't mean that it has to lead to an unbeatable movie, it should just provide you with the best seed you want. It's just easier to design such an image yourself that to look through hundreds of games hoping some will appear as useful.
Do you really think blindly trying every game is more effective than tweaking a single image? And if no game results in something we want, what do we do? Give up and use a game that gives us stats known to be suboptimal? I don't see a point in this approach.
As for reverse engineering, all we need to know is what is used and how, and what we can afford as a result. All the planning is done independently regardless. And then, to accommodate us with our route, we design an image that works best for us.
Then, I think limiting ourselves to PSX games (or games in general) here is arbitrary. This game explicitly asks to try all sorts of irrelevant images, so if we stick to something particular, we disregard the game instruction. And if we don't stick to games, then we start depending on things that don't even belong to TASing or gaming, so it's even worse. So to escape from this loophole, I suggest using something we have full control on, just because it's the most effective approach.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.