Posts for feos


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Yes, "doesn't cause future conflicts", as well as "is generally consistent and understandable", and "descriptive enough, while still tight".
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.
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If a movie that despawns the eye gets recorded, I will find out how to reproduce it. And why some enemy wasn't stationary. Because then it would sound like a good improvement.
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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You might have missed my last question I asked a few times. It's not for the sake of argument, I am trying to figure out some logics that can be written on Wiki as a general ruling on naming branches, for judges and publishers, and TASers. And when it comes to cases where there are runs skipping to end or stuff like that, I'm not satisfied with "implying it doesn't skip to ending". Okay Contra 3 pacifist technically can't skip to ending. Warpless Battletoads technically can, but then it won't be warpless (full) run. But I can make a new warped run with 1 player, and it would require the label "no memory corruption, 1p, warps", and the other would be "no memory corruption, 2p, warps", to highlight all the difference from the rest. "Implying" warps could work (all 3 fastest movies woud use them), but implying "no memory corruption" wouldn't. 2 avoid it, 1 uses. Also, "there are only 2 branches, why bother?" won't help with ruling set up for future, because anytime there may be a submission of a different route, moon-worthy. I don't want to need to relabel the existing 2 branches to take into account the third one. I want the existing 2 already be labeled well enough. I may come up with the list of current movies with more than 1 branch to help figuring this out. Then, I propose more general names for game-breaking glitches that are used/avoided. Many games glitch straight to ending, so why not call it "ending glitch", or "glitched ending"? If it's avoided, "no ending glitch" (well that sounds like there's a glitch that kills the very ending), or "no glitched ending" (which sounds ok to me, ending isn't glitched). For other games, with "special" kinds of glitches, it would still make sense to keep calling it exclusively ("no x-ray glitch").
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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You have really weird conception of "agreement".
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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"New updates are availa"
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 vote, but leaning towards Meh.
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 mean, this question:
feos wrote:
I REALLY can't understand the secret point: if one uses X in the fastest branch, and writes in the second fastest branch that it was avoided, why not tell that it's avoided in all the rest runs where it's avoided? Why only pick up certain ones for that? Just explain, with examples. Imagine I'm dumb and make a fool-proof explanation.
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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Voting for the shortest possible input file, since the previous run was one of the best examples of why it's so fun.
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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Encoding all...
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? The reason of sudden silence is that it's so secret, so unexplainable, or so obvious? It's also strange how users are expected to understand the "clear" system if a judge and a publisher can't...
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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Originally, 1796M was published as a newgame+, and I still have no idea why, and why it was changed.
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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And this? Link to video
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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BTW, for now, except for 1 person, the pub rates look really really Moon.
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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wut?
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.
Experienced Forum User, Published Author, Site Admin, Skilled player (1236)
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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.
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CoolKirby wrote:
Just so you know, the warp glitch in Contra 3 can't be done in a pacifist run, which is why "no warp glitch" was removed from that one. I know what you meant though.
Man, I'm not telling you something current is done wrong (it doesn't matter). I'm asking you how to label properly and consistently all the branches we have on our site. I provided enough examples, you only addressed impossibility to skip to ending in pacifist. I REALLY can't understand the secret point: if one uses X in the fastest branch, and writes in the second fastest branch that it was avoided, why not tell that it's avoided in all the rest runs where it's avoided? Why only pick up certain ones for that? Just explain, with examples. Imagine I'm dumb and make a fool-proof explanation.
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.
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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CoolKirby wrote:
In any case, if there are only two endings, "good ending" as a branch name would be more correct than "best ending".
What will change if there are 3? 5? 16? The goal is to tas the best of all, so using the same term for many games makes the most sense.
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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Will read posts later... Suddenly I realized sometimes we would NEED to call out the glitch used to break the game. Let's say for Super Metroid someone makes a run that brings the game to end without X-Ray use, and without all the usual sequence of running through rooms and getting into the ship. And it would be awesome and people like it separately, and want to leave X-Ray run published. Then the currently fastest SM run would need the label "X-Ray glitch", and the new one would be, say "ending glitch". Which may then be lovely applied to Kirby, SMW, SMW2, Battletoads, Contra 3. They all just skip to ending. This is a great description of how the game is broken. And it's the most consistent one would get when abstracting something common from all of them. Then some runs may be "savestate glitch", "box glitch", "whatever glitch". And then, any% would be whatever run avoids these glitches, having no branch and staying clear. Any% as in "no game-breaking glitches". Which glitches? The ones used "here" and "here". Why I'm so stuck to having any% separate from glitched? I don't think it's ideal decision. But from all alternatives I see, it's the least evil. Because otherwise you would need to list the unused game-breaking glitches in all the slower branches. So in super metroid it would be:
  • ""
  • "no X-Ray glitch"
  • "100%, no X-Ray glitch"
  • "RBO, no X-Ray glitch"
  • "..., no X-Ray glitch"
as amaurea said. No one yet resolved this problem. Take whatever game with such branch and it bumps the same problem. Contra 3 would be:
  • ""
  • "no warp glitch"
  • "pacifist, no warp glitch"
Battletoads:
  • ""
  • "2p warpless, no ending glitch"
  • "1p warpless, no ending glitch"
  • "2p warps, no ending glitch"
As I said, not using foo-glitch is not unique in each of the branches, it's common. So it makes more sense to specify what they all avoid in the run that does use it.
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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Warp, I agree with you in everything, but how do we handle naming broken-game runs and the ones that were previously considered any%? Like, glitched versus any%, by our former branching.
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 didn't even say "memory corruption" once. It doesn't matter HOW it's done. But to be a separate branch it must be different enough from the "no game-breaking glitches" run, otherwise they would just obsolete one another. And then we determine HOW it is different and branch it.
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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It does not matter what way it (breaking the game) is done. Glitched is a run that breaks something in the game and forces it to admit it was completed while it wasn't. Glitched SMW does exactly that - makes the game admit it was completed and run its usual ending. Same with Contra 3, Battletoads, Kirby. Crash Bandicoot breaks it in the middle, it makes it think all gems were collected (the only way to access the final boss) while none of them was. You don't complete the game without gems, but you cam make it think all gems are there. So its completion state is false gameplay-wise. But it's technically legit since it's the same as usual. Super Metroid breaks the game to think all bosses were defeated while none of them was, and you don't beat the game without beating Mother Brain at least. The glitched run just sets some triggers somewhere and that's all. In Megaman, the game completion state is gameplay-wise valid since you only skip some levels to their ends by manipulating lag, and play the very game level by level, beating bosses. But I'd call that a borderline case, which is not yet "glitch to game end". It's similar to "2P Warps" Battletoads, where you skip to level end by TASing the luck (this level skips to its end in real time consistently). SM64 abuses game physics to pass a checkpoint/whatever, the very game is untouched. So the definition is pretty easy: Is the game actually being completed, or soft-hacked into completion state? It's like, "I'm tired of playing it, let me just set certain bytes and drop it". Normally it can be done by hacking, but TASing allows to hack it in the legit way - input only. Another difference: TAS as a superplay is to complete the game with superhuman precision, what makes it interesting to follow. TAS as a speedrun is to reach the end as fast as possible, technically interesting, but might be absurdly boring to watch. We don't want to mix those up or substitute one for another, because these 2 are independent and interest people in their own ways. We as a site want to showcase both ways of superhuman play. Oh yeah, and the branch name itself. Glitched is used since 2005, it was introduced with Zelda games. There are 54 published submissions for that branch. So this is traditional. It's not as traditional as any% or 100%, since those root back into console speedrunning, and you can't skip to game end consistently on console (only with some side abuse, like savestate+reset, which seems to have separate branches on SDA). But the term is well-known. Why some certain term for all "game end by soft-hacking", not mentioning the exact glitch that causes it? Because once you have a good bunch of things having something similar but applied the hard way, you can abstract it and apply the soft way (optimization). Why name out each when they really have something common? Moreover, when naming the exact glitch, you easily stop having the clear branch. It may be a chain of 10 obsoleting publications each abusing a different glitch to end the game. So what, have 10 branch names? Having 1 branch for all of them is clear and consistent within that game, and consistent to the whole site's branching.
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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Thanks!
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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Radiant wrote:
There has never been such a thing as "glitched%" or "pacifist%"; those terms don't make sense to me.
feos                 TheGreekBrit: can you tell where did you get the term "glitched%" from?
TheGreekBrit         feos: It's just what people call it
feos                 where?
TheGreekBrit         SMW peeps
TheGreekBrit         YI peets
TheGreekBrit         peeps
TheGreekBrit         It's just
TheGreekBrit         de facto there
feos                 I mean, with % after glitched
TheGreekBrit         It'll never be any% to me
TheGreekBrit         If it's glitched then it's glitched%
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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