It's not a matter of quantity, it's a matter of application. 100% run is great on its own, but it has its pace noticeably broken by the amount of detours and semi-useless item collection.
1. The difference between stereo recording and binaural recording.
2. Auditory/temporal masking and psychoacoustics. You can take lossy compression algorithms (MP3 et al.) as examples.
3. Doppler effect.
4. Shepard scale.
More to come as I remember it.
If you like puzzles, you may consider improving some runs from this list. Particularly, Boulder Dash seems like the game you may like. Bomberman is a good idea as well, considering there's about 5 of them on SNES alone, each can be done in 2p.
So the Eggerland in question and this game are different?
[EDIT]
Yeah, seems there are differences.
[EDIT2]
I don't know too much about the game (Bag or someone else could testify), but if it's merely an update over the first Eggerland with slightly more complex puzzles and new content, can a movie done on it obsolete the Famtasia run? (Assuming it will have pretty much all the same content, but better.)
FCMifying Eggerland is a case quite similar to the "ingame vs. realtime" issue. In one case, you have quicker fadeouts and thus lower overall time, in the other you bear with fadeouts but have better gameplay. So I would vote for redoing it on FCEU.
Death IS used as a shortcut in RvT. As for the deaths/damage that don't save anything whatsoever in regards to the main goal (such as time or score), I don't think it should be mentioned anywhere in the movie tags, since it won't be a searching criterion.
AKA, your attention span lasts around 3-4 month, because you appear with this argument over and over with me explaining it to you every single time.
1. Published low%'s rating is for the most part caused by the fact that it's three years old and thus lacks most entertaining tricks that would make it look great.
2. 14% is the low% without gamebreaking glitches as much as the current any% is any% without game-breaking glitches. Because it's more entertaining that way and the whole community thinks so. Novelty value is cool, but after that you're stuck with simply little amount of interesting content. With games as execution-intensive as Super Metroid, a small (in terms of percent) variation in item set causes drastic changes in gameplay in strategy. And ingame-oriented low% shows it the best, because it will be a fast and unique run, and not a copy of hero's any% with longer fights.
That's why NBMB will be having its own category, or will be having none.
Loved it a lot. A good amount of interesting strategies, although there were some moments I wasn't particularly fond of. I'll try to think them through to see if it's possible to change something, when I have some more time.
Hah, true, true.
Oh, and another thing: I've received your PM. One more thing to ask would be: are your speed/momentum values for the new skip method final? I.e. you have tested all other values and they are in no way applicable? I'll need this info to finally update the trick page and add a chapter I've been meaning to add for almost a year: momentum manipulation strategies.
To reiterate what has been said earlier: there is no megaman zipping in this game. The only moderately reliable way to get through walls is getting X-ray and do the X-ray climbing. The problem with this method is that no boss fight is required, and all of them can be skipped whatsoever. Which is what NBMB is for. Which is why it's being produced.
I used the exact same strategies in the NBMB, they indeed were faster ingame-wise. Shooting the Torizo door is pretty much identical to my version as well, demo is coming soon.
This is good stuff, and thanks for introducing a great timesaver.
What makes me feel bad is that I anticipated a lot of these savings, yet was too lazy to test everything thoroughly enough myself, thinking it won't be possible or worth trying, anyway. What you guys have definitely taught me is that I should never ever succumb to such thoughts again. You are awesome.
I will improve even this WIP further, I promise. :)
Aren't people supposed to compile stuff from source on Linux? As in, the binaries aren't usually distributed, or so I hear.
Anyway, the source for it can be gotten here.
Well, don't forget that JXQ's performance in pre-Torizo room and the fight itself weren't optimal. It still saves no more than 20-20.5 seconds overall, which I agree is still more than 18 seconds, though (might have remembered that figure wrong).