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This run is definitely not with the intention of obsoleting the published SMB any% TAS! This movie aims to present what the fastest and the best SMB PAL TAS would look like. It improves MUGG's submission for 66 frames, and tubby's TAS for 46 frames.
The Europe version of SMB is an official game run in PAL mode. The physics are almost identical, but the speed values are set differently, causing more potential glitches. TASes on this version are only faster due to a different version of flagpole glitch, which allows Mario to skip the castles without the help of other enemies or entering the ground.

New Trick: Falling into the Ground

It's probably no secret that Mario can sometimes fall into the ground after stomping on an enemy in SMB Europe version, but to do this without the help of anything but a lift is something new. The lift is still required for manipulating Y position before jumping. This trick is used in 1-2, saving 18 frames (a frame rule).

Time Saver: Faster Acceleration

It's faster to accelerate on the floor in this version. This simple new way of acceleration saves 18 frames in 8-3, and 10 frames in 8-4 (along with other arrangements).
This run also differs from the normal SMB any% TAS on details. For example, only in this TAS is Mario able to kick some shells in 8-1, and to show the 1-UP mushroom in 8-2, to walljump on the higher floor and to swim through the ceiling in 8-4.
I'm submitting it here mostly to show people what the best SMB PAL TAS would look like, regardless of whether it has reached TASVideos' standard for publication.

Nach: Let me start off by saying that judging this was one of the most difficult to judge TASs. The verdict I'm presenting here is based off of the current rules and knowledge I have regarding this run. It is subject to be revisited if anything significant changes. It should also be noted that no matter what the decision here is, a large chunk of people will not be happy with it. I will however lay out some additional info not discussed in the thread which factored into my decision.
Before I dive in, let me also iterate that this was an entertaining run, and there is little to dispute that, certainly by the audience at large.

NTSC vs. PAL theory

In terms of PAL games in general, different platforms, different companies, and different games all exhibit varying levels of quality. Obviously if a PAL game is the original then it can be easily considered the main version of a game. For some platforms, there are also no difference game-wise if something is running in NTSC or PAL mode. However, for platforms designed to be timed and framed into old television sets, there are important differences between the two modes.
Once there is a difference between the two, games designed for NTSC which are not modified for PAL generally exhibit some very weird behavior. As one example, I've seen fighting games where the key combos to execute various moves barely work when playing in PAL mode, the timing is altered enough that the game doesn't recognize the key presses the same way. As many PAL ports are like this in some fashion, it's ample reason to reject them, Just play the original which works normally.

Game variants on TASVideos

When we look at PAL ports, we must understand that these games are adaptions or variants of the original. Although there are many kinds of variants. Some variants are ports to a later platform. One kind of variant such as those seen in Mario Bros. has completely different levels (even though all the levels are repetitive). Some variants like those in the Street Fighter 2 series are the same game but with changes with varying levels of importance. Castlevania II: Belmont's Revenge exists in two variants where the entire game is the same, except one has a boomerang as a secondary weapon, and the other has a throw-able ax. The Pokémon series has game variants at each generation, generally limited to monster selection, where a dozen out of 150+ are different (which may not differ at all with certain glitches exploited), but barely has any affect on how a well planned run plays. Other differences are ports from the NES to SNES to Gameboy Advance and so on. The deciding factor in how these are dealt with on the site always boils down to how identical are the engines, and how unique and interesting is the gameplay that each variant offers over others.
Taking SMB2 as an example, the SNES variant adds on a save game feature which can be abused which can change the warped route considerably. Same for the Gameboy Advance variant, which further has other game changes. Due to these considerable changes in what one would see in a TAS for them, we have accepted them all.
In the case of Pokémon, since the engine/quality of the game between say Blue and Red is identical, and the observable changes in a TAS are insignificant, any new record with one will always obsolete the other.
In the case of various Street Fighter games, there is a large similarity to the TASs being produced. The audience at large doesn't notice much other than some Street Fighter characters are more or less beating up the same set of Street Fighter characters, using many of the same moves. In these kinds of cases, we have the best version of the game obsolete the others. Best version often is based on figuring out which has the broadest set of move possibilities, most fluid version of the fighting engine, and so on.
We haven't had multiple variants of Castlevania II: Belmont's Revenge submitted yet, but if someone submits a boomerang heavy run with sizable differences from the existing ax run, I can see accepting them side by side. It's sort of like accepting various X and Zero runs side by side for the later Megaman X PSX games (note: I rejected some MMX5 runs for being too similar to others).
In terms of Mario Bros. since a full variety run of levels while similar is quite different, we have accepted both.

NTSC vs. PAL in practice

If a PAL port offered the exact same engine/quality as the original, it could make sense to have it obsolete the original (and this could make sense to occur in games that are not meant for old television sets). If a PAL port offers a somewhat different engine, the question becomes whether it deserves to be added to the list of accepted variants alongside the original. The answer to that hinges on do the engine differences necessitate very different ways to play the game, and do those differences register with the audience at large. In most cases, PAL runs should be rejected, but based on the various aforementioned criteria, there are cases where PAL runs will definitely be accepted.
Nintendo unlike other companies has always aimed to do a decent job porting NTSC games to PAL. Nintendo is often one of the only companies where you will see the PAL game having various timings corrected to ensure that the game-play closely matches that of the NTSC version. Nintendo is often one of the only companies that adjusts the resolution of the displayed game to match the different resolution PAL televisions are capable of. Nintendo often also does some localization, converting currency, weight, and measurements to be those used locally. The attention to detail by Nintendo in PAL porting started with early NES games, and improved as Nintendo ported more and more and with newer platforms.

This game in particular

For its time in history and in comparison to a bunch of other early NES PAL games, Super Mario Bros. PAL is actually a relatively decent port (although maintains several noticeable differences from the NTSC original in terms of movement and other factors). Since the game is non-original but a decent port (relatively during its debut), it definitely qualifies for consideration as to whether it should be published alongside the original as another game variant.
This game happens to also be a game I'm quite familiar with. I played many of its variants on NES (since the 80s!), SNES, and Gameboy Color. I also dabbled in its programming and made various hacks on NES and SNES versions. In my opinion, I find this game qualifies for having many branches made of it. I can also see the SNES variant qualifies for certain branches as an acceptable TAS to show off a run without as many glitches being possible, and the Gameboy Color variant for some of its challenges that earlier versions do not offer. The question of course is, is there value in this PAL variant that we have lacking from all our other variants and branches thereof?
The first thing I want to shoot down is the idea that SMB PAL is faster than SMB NTSC. There are quite a few parts of the game that are non-playable. These include score countdown, castle animations, pipe transitions, 1-2, 2-2, 4-2, and 7-2 initial cut screens, level banners, vine climbing, and Bowser drowning to our princess is in another castle. When comparing across versions we need to take all this into account and figure out actual game-play time. NES SMB processes the non-playable segments of the games in multiples of 21 frames and 18 frames for NTSC and PAL respectively. Nintendo altered the number from 21 to 18 because 21/60 and 18/50 is 0.35 and 0.36, which should provide a close gaming experience on the port. In actuality, using more precise numbers, NTSC has frames which are ~0.0166 seconds long, and PAL ~0.0199 seconds. This means the non-playable parts are processed in multiples of ~0.3494 seconds and ~0.3599 seconds. Since these non-playable segments run on boundaries that are multiples of these, it means that the NTSC version allows slightly more time to get in activity before the game will round upwards. Conversely, if you just went a bit over a multiple, the PAL version will proceed to the next multiple sooner.
In order to get a better handle on this, I went to time the actual playable segments between the fastest NTSC and this PAL run (note, there may be rounding errors, and it's possible I was a frame off either way for some calculations):
LevelNTSCPAL
1-112.230512.083
1-221.58321.15
4-123.98323.967
4-217.949517.567
8-140.082540.233
8-224.865523.383
8-322.698522.767
8-432.527532.601
Total195.92193.751
Based on this NTSC is slower by ~2.169 seconds (about 130 frames in NTSC). However, there is a flaw with this logic. These runs aim for overall fastest real time, and thereby performs some actions which are slightly slower in the playable segments in order to abuse how the non-playable part is played as well as avoid 3 or 6 castle fireworks animations. However, the NTSC run goes significantly out of its way in 8-2 to abuse this trade off, by ~2.379 seconds in my calculation. If the run would discount non-playable segments to achieve the fastest possible any-variant time, we'd instead be looking at:
LevelNTSCPAL
8-222.486523.383
Total193.541193.751
In this case, the NTSC version is faster by 0.21 seconds (about a dozen frames)!
NTSC improves further if we decide that the mid-level non-playable segments must be included in 1-1, because unlike other levels, going through that here is a decision that can be avoided. In that case the 1-1 times become:
LevelNTSCPAL
1-118.165518.433
Gaining the NTSC run an additional 0.415 seconds (about 25 frames). All in all, PAL being necessarily faster in terms of game-play is doubtful.

Judgment

Armed with all the aforementioned information, how do we look at this? I decided to ask other judges for their opinions for the different possibilities, raised a few counterpoints with them, then assessed how they changed their opinion. I will not list their names because I should be the sole person receiving any fallout for the judgment on this run. What follows is how I characterize the opinions they conveyed to me.
Before I mentioned (counter)points:
JudgeObsoleteNew VariantReject
AAbsurdYes!No
BAbsurdYesMaybe
CYesNo way!Maybe
DAbsurdYes!No
After:
JudgeObsoleteNew VariantReject
BAbsurdNo way!Yes!
CMaybeNo way!Yes
DAbsurdMaybeYes
EAbsurdNoYes!
(One judge was unique in each group)
When I initially saw this run, knowing the differences right off the bat between variants and our aims, it seemed clear to me that obsoletion was lunacy. However my knee-jerk reaction was that I love this run, the engine is a bit different, let's just accept this as another variant. However, those are not good reasons to accept something, we have rules.
Thinking about how this run actually differs from the NTSC when viewing, it's not by much. More than that, there's nothing that really necessitates a difference. Just because one run decided to randomly jump at some point does not make it different from a run which does not. It has to be different as a branch in a significant manner, not just how it was played back in a particular run or mere moments of it. The new glitch, while new, does not look so different going through the wall than going through the wall otherwise. Also, I'm not convinced every run of this PAL branch would require this glitch being abused. So looking at changes across the run, they seem minor, and 4/5 judges I spoke to are now in favor of rejecting.
After assessing everything yesterday for one last time, I was conflicted on what to do. After sleeping on it, seeing no new convincing posts one way or the other, and considering the different factors listed above further, one side in my mind now slightly outweighs the other. In conclusion, while some PAL games are acceptable, and other branches for SMB PAL may be acceptable, this TAS does not seem to be acceptable with what we know right now and how we handle these sorts of things. Rejecting.

Nach: Since some people had a hard time following the above points, I put together a decision tree.

Nach: The last judge (Judge A) has since wrote back to me that in light of additional data/(counter)points, they now also favor rejection.

Summary

Nach: When we accept improvements across game versions, we only do so when there are actual improvements in the game-play by the player(s). The quality of the existing published NTSC run and this submission are practically the same. This submission did not improve upon the existing NTSC publication in any meaningful way. All time-related improvements are due to subtle version differences that the player has no control over. Since there is no improvement upon the existing publication once the version differences are factored out, this submission is not considered an improvement.
The game-play in this submission is similar to existing publications, and there does not seem to be substantial differences to warrant this submission to be published alongside them. After speaking to five judges regarding the similarities, they are all in favor of rejection. Rejecting.

Samsara: Disregard that, let's test Playground!
Samsara: Disregard that test, let's test it properly this time without accidentally using senior level permissions! ._.


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The discussion is still going? Impressive. I have two more points to add.
Warp wrote:
The differences in terms of TAS tricks must be substantial.
I don't disagree with this, but as much as I would love for it to be the modus operandi for judgment, submitters and/or judges actually putting forward convincing frames of reference for their opinions on the matter isn't a very common occurrence. So unless somebody can provide solid and agreeable guidelines for "substantiality", this wouldn't be any different from what we have now, and I have already argued in one of my previous posts that the current rule is extremely unsatisfactory in this exact regard. In other words, I want the judgment of this run—regardless of the verdict—to hopefully set a precedent resulting in a change in rules that would make them more fair, clear, welcoming, and providing more substantial predictive power for content creators than "it's like this because somebody said so some years ago". The concept of forward relevance doesn't seem to be popular enough; it seems we're constantly battling against the concepts and prejudices that may have been relevant in the already-distant past but are at best confusing in the present. E.g. if the difference in tricks between PAL SMB and NTSC SMB could be considered substantial, then it wouldn't be a long shot to posit that any PAL port of an NTSC game would have differences at least as substantial at this level of optimization. Mind you, the actual difference amounts to one trick that is used in one place to beat one frame rule; the rest is just different applications of the tricks common to both versions that just happen to end up faster here due to minor timing/timescaling variations that come unavoidably with framerate conversion. If every TAS on the site had a competition and optimization history as rich as SMB—which some of them eventually will—then every PAL counterpart to a maxed-out NTSC run, no matter the conversion quality, would have this kind of differences and surrounding debate. Which indicates precisely that the version difference is NOT substantial enough; it's just the illusion brought forward by the fact that the game has been effectively maxed-out for years, so any difference at all is perceived as a godsend.
electricslide wrote:
NTSC was done first because it is higher quality than the PAL port of this game.
This point is worded very awkwardly, so it is vulnerable to misinterpretation and imo has been misinterpreted already. Obviously the real reason the NTSC version was done first was that it was native to the region the game was developed in. That is always the main consideration. The actual argument here is that NTSC version came first—so it is the original game for this platform—and the PAL version was made afterwards, which makes it a secondary creation. The port is always a copy of the original code adapted for different hardware and other conditions. The original game and its set of glitches and speedtricks takes priority simply because it is the original creation. (Language is a secondary concern at this point because the difference is cosmetic, i.e. doesn't affect gameplay on the level of meaningful player input, in the overwhelming majority of cases.) So in my opinion, it's the ports and revisions that should always prove their merit against the original release. I don't believe any newer/different version should be preferred only because it allows a shorter run; I would want a more solid argument than that, whatever that might be. Competitive community adoption would work for me.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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moozooh, you're missing how the Moons tier works. We don't have to fully document every requirement attempting to make the rule perfectly objective. It's not possible. The way to resolve this is to rely on the audience opinion as one of the factors. If the majority of the viewers feel some number of branches has too many similarities, they can be combined, if a solid explanation can be found, that would feel right to the majority of the viewers and to the judges. Sometimes, when there's still ambiguity after such evaluation, staff members can have a dedicated talk about it, which would involve experience of each of them, so that can become the basis for a decision if all other factors betray us. This approach is called case-by-case basis.
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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feos wrote:
If the majority of the viewers feel some number of branches has too many similarities, they can be combined, if a solid explanation can be found, that would feel right to the majority of the viewers and to the judges. Sometimes, when there's still ambiguity after such evaluation, staff members can have a dedicated talk about it, which would involve experience of each of them, so that can become the basis for a decision if all other factors betray us. This approach is called case-by-case basis.
^ If you take this and compare it to this:
Console versions of PAL games run at a lower framerate than NTSC games, running at ~50Hz compared to NTSC's ~60Hz, and the games themselves are often not modified or poorly modified to accommodate to the change in timing. Due to this, PAL versions of ROMs are generally not allowed, unless there are significant technical and/or entertainment merits to using this version. See Rygar and Blaster Master for examples of good usage of the PAL ROM.
...you will very quickly see that the two pieces of text sound nothing alike, and, in fact, even convey mildly conflicting (at least de facto) messages. Which has been my initial point all along: the rules on this aren't clear, and serve the purpose of communicating unwanted actions poorly. No, you don't want to spell everything out precisely; that is indeed impossible and I never called for that. I called for transparency and fairness for the benefit of the site's main contributors—the players. Just because you intend to show flexibility in judging doesn't mean the initial criteria that precede a player's commitment to a project should be this vague. It's a good idea to make things less vague whenever possible, no? To elaborate: 1) the current wording does not in any way account for the difference between Vault and Moon criteria, which are, for the relevant part thereof, out of the player's control; 2) the listed criteria—the "significant" technical/entertainment merits—are vague at best, and negligible at worst, because the audience mainly gives feedback on the submission itself rather than its relative merits in comparison to the NTSC counterpart, making them moot if the amount of positive feedback satisfies the Moon criteria. In other words, the audience doesn't have to like the PAL run as much or significantly more than the NTSC run (which they don't, by the way)—they just have to like it enough on its own; 3) the wording doesn't explain what makes the two listed examples (Rygar in particular) good considering the points above. And to be honest I would greatly prefer it if the reasons were always more substantial than "it's only good if we end up liking it"; 4) if the normally strict rule is circumvented too easily by picking a popular game, it discourages the players from trying niche things and invites more of the same content. (Also refer to my previous comments in the thread.) Making judgments on difficult and controversial submissions is all about the message you want to send to players who might want to attempt similar things in the future. In particular, what behavior you want to encourage or discourage, what you want to bring to their attention, and how you think it should influence the site and its policies going forward. Players should feel safe referring to rules and recent decisions instead of feeling like they're playing the lottery with any submission that doesn't follow exact rulesets established by the top entry in the obsoletion chain. In fact you want to encourage more experimentation! To give you a real-world example that these things are all too real and potentially harmful for the community—and this is just because I happen to participate in the relevant community, so the info found its way to me—I remember just earlier this year a certain valued contributor approached some of the staff members with a question on whether a PAL TAS of a certain valued game that had the potential of being faster than the current NTSC TAS by tens of seconds could be considered for publishing if the feedback was good. He received a very firm "no" from at least two of them, which doesn't mesh very well with the procedure you suggest. I didn't care much about what happened to that run idea—I'm not a big fan of some of the tricks planned for use in it—but I felt bad for the player getting shot down using the same vague rule as a reference that could very well end up ignored in case with this submission. And it would feel even more disturbing if, instead of the much-deserved clarification and/or refactoring of the rule, the submission gets published just because everyone likes Mario and no precedent-setting explanation is necessary. The player in question would become even more unhappy, and rightfully so—this is not the kind of situation you want. The reasoning for Nach's eventual decision is many times more important than the actual decision. If you first make a rule and then make exceptions, you should be confident enough, even proud, of those exceptions—they represent one's ability to identify weaknesses in the framework and protect the interests of contributors that might've been unfairly treated due to these weaknesses. If neither the judge in question nor the other staff cannot earnestly make a very convincing case for the exception, then it shouldn't've been made in the first place, or the rule itself should've been changed rather than circumvented. Like made into a guideline instead and treated as such, maybe. In any case the key is information that could help other players make decisions.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Before I read the entire post, I'll just quickly say that changing the rules about PAL is my demand too, and I mentioned Moons exactly because I say PAL TASes should work as branches in Moons.
I remember just earlier this year a certain valued contributor approached some of the staff members with a question on whether a PAL TAS of a certain valued game that had the potential of being faster than the current NTSC TAS by tens of seconds could be considered for publishing if the feedback was good. He received a very firm "no" from at least two of them, which doesn't mesh very well with the procedure you suggest. I didn't care much about what happened to that run idea—I'm not a big fan of some of the tricks planned for use in it—but I felt bad for the player getting shot down using the same vague rule as a reference that could very well end up ignored in case with this submission.
Exactly. I suggested him to make a thread calling for rule clarification, but he never did. Now we will have to clarify the rules, thanks to this submission. "Absolutely clearly no, because of this 15yo* rule no one can explain" is an extremely weak point for a judge to make. * Found it. Just 5 years old. Yet it just says "generally not preferred", it became "generally not allowed" 3 years later. It's interesting how the rule was becoming stricter and stricter by mere clarification.
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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jlun2 wrote:
MrWint wrote:
(Actually, they patched out some glitches in the PAL version, but none of the ones that are beneficial in any current category)
Are there some examples please? That sounds rather interesting.
Sure, happy to oblige: The most obvious one is that the 1 tile gap over the exit pipes in water levels have been fixed, which you could get stuck in as big mario and softlock. See 8-4 as an example: http://imgur.com/oAMjAVG.png There are also less obvious changes. For example, it fixes spring objects being loaded into the special item slot. Some background: SMB has 5 enemy slots, and a sixth special item slot. That means there can only ever be 5 enemies on-screen, any more just won't load. It also means there can only be one special item on screen (these are things like powerups or the flag at the end), you may have seen one powerup disappearing when you activated a second one. Most objects you see take up one of the enemy slots, including springs, vines and firebars. In the NTSC version, they forgot to check whether all enemy slots are taken, so a spring can load into the sixth slot, overriding or being overridden by any other special item. In the PAL version, they fixed that so the spring won't load instead if there's no available slot.
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If you will humor a long-time lurker/never-poster, there are a few points I would like to make. In stars/moons, right now, we currently have (in no particular order) -3 runs of super mario 64 (+ a published rom hack, with another on the wings) -3 runs of super smash bros. -5 runs of super metroid (+ rom hacks I didn't count) -5 runs of castlevania aria of sorrow -5 runs of castlevania harmony of dissonance -8 super mario bros. runs and rom hacks -8 super mario bros. 3 runs and rom hacks -heaven only knows how many other variations of other games. So for those of us worried about potential bloat? I'd say that ship has sailed. If it isn't an issue now, it's not likely to become one. Doubly so with PAL, which has been noted as being only rarely faster. Regarding the rules the good feos posted, it noted PAL was "...generally not allowed, unless there are significant technical and/or entertainment merits..." Personally, I call an 18 frame improvement on a run that has had every sub-pixel poured over - for 7 years - significant enough. Super Mario Bros. is one of the most important parts of our gaming history. Further, we allow so many runs of the same game because they are, in their own ways, different and fun to watch. The nostalgia also helps. This run is clearly fast, entertaining (except the music), and of excellent quality.
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...can we publish this already.
effort on the first draft means less effort on any draft thereafter - some loser
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arandomgameTASer wrote:
...can we publish this already.
I'm sure we can, but some people are still debating on whether it should obsolete the NTSC version or not. Personally I don't really understand why. The site is not going to go down the drain if we have an NTSC and a PAL version of the game at the same time. There is merit to have both, with this particular game. (If somebody wants to have the same thing happen with some other game, they can make a post presenting their argument why.)
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Warp wrote:
arandomgameTASer wrote:
...can we publish this already.
I'm sure we can, but some people are still debating on whether it should obsolete the NTSC version or not. Personally I don't really understand why. The site is not going to go down the drain if we have an NTSC and a PAL version of the game at the same time. There is merit to have both, with this particular game. (If somebody wants to have the same thing happen with some other game, they can make a post presenting their argument why.)
And I fail to see why PAL has been so horribly mistreated on this site. If this was JPN and not PAL and the improvements were the same we wouldn't be having this discussion, would we? Frankly the only real answer is to accept as improvement to the previous TAS, which goes in Obsoletely Famous, and change the site's stance to be accepting of all regions (like it should have been in the first place!) with a preference for NTSC in cases where it's fastest/tied for fastest (excluding language change differences, ofc) and be done with it. Use whatever version is fastest for whatever reason, not this inane "can't use PAL unless you justify it really well" we have now. Accept as improvement, set the precedent, and be done with it. The only real argument being presented against PAL here is that it's PAL and therefore is automatically a "crappy port" when as has been said and proven multiple times in this thread, it's not (nor is it a port, since it's still the same effective console, but I digress). Correct me if I'm wrong, but the only argument I'm seeing against it is "It's PAL". /shrug
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Habreno wrote:
Frankly the only real answer is to accept as improvement to the previous TAS
I think the NTSC version is way too valuable to do that. What problem, exactly, do you have with having both of them at the same time? Are we going to run out of categories or something?
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Warp wrote:
Habreno wrote:
Frankly the only real answer is to accept as improvement to the previous TAS
I think the NTSC version is way too valuable to do that. What problem, exactly, do you have with having both of them at the same time? Are we going to run out of categories or something?
Well, I'm sure we can do another rehash of the arguments mentioned on the first page of this thread :) but Habreno does have a point that the main argument for having both runs boils down to "really old runs may not be obsoleted because of nostalgia".
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Warp wrote:
Habreno wrote:
Frankly the only real answer is to accept as improvement to the previous TAS
I think the NTSC version is way too valuable to do that. What problem, exactly, do you have with having both of them at the same time? Are we going to run out of categories or something?
Which is why it goes in Obsoletely Famous.
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Radiant wrote:
Habreno does have a point that the main argument for having both runs boils down to "really old runs may not be obsoleted because of nostalgia".
I don't think the age of the run has anything to do with it. But some games and their TASes do have more notoriety than others; that's just reality.
Habreno wrote:
Which is why it goes in Obsoletely Famous.
Why should a TAS that has not been obsoleted go there?
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Warp wrote:
Radiant wrote:
Habreno does have a point that the main argument for having both runs boils down to "really old runs may not be obsoleted because of nostalgia".
I don't think the age of the run has anything to do with it. But some games and their TASes do have more notoriety than others; that's just reality.
Habreno wrote:
Which is why it goes in Obsoletely Famous.
Why should a TAS that has not been obsoleted go there?
Because it should be obsoleted since it's beaten by a faster TAS. That that TAS changes regions to use different glitches which make the run faster should not be an issue, but because it's PAL, once again, this site has a hard time accepting this region. The timesave is not due to text speed being faster, which was already a condition where switching regions is not an acceptable timesave and will not be considered when judging an improvement. These are actual region-exclusive glitches and mean that for Any% PAL is fastest. Instead of just asking me why it should be obsoleted, since that point has been shown by many people in this thread, tell me why you believe it should *not*. Nostalgia is not a valid answer - focus on the gameplay itself, since the PAL arguments also do the same.
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Joined: 9/25/2011
Posts: 652
I'll finally throw an opinion on the stack. This is HappyLee's creation, and all other things being equal, I'd rather defer to what he wants done with his work:
HappyLee wrote:
I'm against obsoleting the NTSC run ... Those who favor replacing the NTSC run, if you don't think the PAL warped run is less entertaining than NTSC run, you can be sure that the PAL warpless run would definitely be more boring. If this should be published, I'm in favor of CtrlAltDestroy's idea of publishing this to the Vault, as a "bad port" of a game that's not recommended for TASing. ... If people find this too controversial or not enough to make an exception, the best solution would be to reject it, and maybe put the submission link to where people might be interested in.
So my vote goes to HappyLee's suggestion. Either vault it (which I'm not sure is possible under the rules), or reject it. Actually, if the decision is made to obsolete the NTSC run, I half-expect HappyLee would cancel his submission before it could be published anyway. Finally, I don't think we're ever going to get to consensus on this, so at some point the Judge is just going to have to judge.
Joined: 5/23/2014
Posts: 162
c-square wrote:
I'll finally throw an opinion on the stack. This is HappyLee's creation, and all other things being equal, I'd rather defer to what he wants done with his work:
HappyLee wrote:
I'm against obsoleting the NTSC run ... Those who favor replacing the NTSC run, if you don't think the PAL warped run is less entertaining than NTSC run, you can be sure that the PAL warpless run would definitely be more boring. If this should be published, I'm in favor of CtrlAltDestroy's idea of publishing this to the Vault, as a "bad port" of a game that's not recommended for TASing. ... If people find this too controversial or not enough to make an exception, the best solution would be to reject it, and maybe put the submission link to where people might be interested in.
So my vote goes to HappyLee's suggestion. Either vault it (which I'm not sure is possible under the rules), or reject it. Actually, if the decision is made to obsolete the NTSC run, I half-expect HappyLee would cancel his submission before it could be published anyway. Finally, I don't think we're ever going to get to consensus on this, so at some point the Judge is just going to have to judge.
It's always possible that Happy could cancel the submission, but remember that MrWint has a TAS of I believe identical framecount already created and *he* could choose to submit *his* and we'll still be in the same boat. But yeah, a judge is just going to have to make a judgement on this. I highly doubt we'll get a consensus on this.
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Habreno wrote:
Because it should be obsoleted since it's beaten by a faster TAS.
A TAS for a different version of the game for a different console?
That that TAS changes regions to use different glitches which make the run faster should not be an issue, but because it's PAL, once again, this site has a hard time accepting this region.
Why should accepting a PAL version of the game mean that the NTSC version must go? What problem do you have with both co-existing? The discussion is not about rejecting this PAL version. You are making it sound like it is, with all that "we hate PAL" stuff.
Joined: 5/23/2014
Posts: 162
Warp wrote:
Habreno wrote:
Because it should be obsoleted since it's beaten by a faster TAS.
A TAS for a different version of the game for a different console?
That that TAS changes regions to use different glitches which make the run faster should not be an issue, but because it's PAL, once again, this site has a hard time accepting this region.
Why should accepting a PAL version of the game mean that the NTSC version must go? What problem do you have with both co-existing? The discussion is not about rejecting this PAL version. You are making it sound like it is, with all that "we hate PAL" stuff.
How is the PAL NES a "different console"? Running at a different framerate with different video and audio outputs does not a "different console" make. And PAL SMB is not a different game, it is a version change (as you stated), which means that it *should* be compared to other versions of the game (which happens to include NTSC). Please, educate me since you're making yourself sound like you know things most people don't. The problem I have with them coexisting is that, as you stated yourself, it is a different version and not a different game, and there is not enough of a difference in the run to warrant NTSC being a standalone category, in my opinion. And yes, I do fear that this will be rejected because it's PAL and it's not NTSC.
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Location: Finland
Habreno wrote:
The problem I have with them coexisting is that, as you stated yourself, it is a different version and not a different game
If a TAS of the Sega 32X version of Doom were faster than the PC version, should the latter be just dumped, in your opinion?
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Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
Warp wrote:
Habreno wrote:
The problem I have with them coexisting is that, as you stated yourself, it is a different version and not a different game
If a TAS of the Sega 32X version of Doom were faster than the PC version, should the latter be just dumped, in your opinion?
Come now, it's very clear by now. You feel that the difference between NTSC and PAL is comparable to the difference between a Gameboy and a Playstation; whereas other people feel that the difference between NTSC and PAL is comparable to the difference between an English and a Spanish release of the same ROM. The former get separate branches, the latter count as a single obsoletion chain. That's all there is to it.
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Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
c-square wrote:
So my vote goes to HappyLee's suggestion. Either vault it (which I'm not sure is possible under the rules), or reject it. Actually, if the decision is made to obsolete the NTSC run, I half-expect HappyLee would cancel his submission before it could be published anyway.
Again, the vault is not a place where you put TASes you disagree with. Its purpose is to contain any% and 100% TASes that have a low entertainment value. Since this TAS was quite well received, I doubt it would get a vault publication.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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Radiant wrote:
other people feel that the difference between NTSC and PAL is comparable to the difference between an English and a Spanish release of the same ROM. The former get separate branches, the latter count as a single obsoletion chain. That's all there is to it.
[2671] NES Mario Bros. (Classic Serie) "2 players" by Spikestuff in 09:09.64 [2732] NES Mario Bros. "2 players" by Spikestuff in 07:06.98 [2413] PSX Tenchu: Stealth Assassins (USA) by Hâthor in 29:52.65 [2648] PSX Tenchu: Stealth Assassins (Japan) by NhatNM in 16:34.17 We can get separate branches whenever the crowd likes both, each in its own way. For this controversial case, when there's no clear prevalence of either opinion, it boils down to the percentage of people in favor of each option. It does not matter how many times each of them repeats their opinion if they don't add new or valuable info in their posts. And my own impression is that people who want this to be a new branch are in no minority.
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.
TASVideosGrue
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om, nom, nom... crunchy!
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Nach wrote:
I should be the sole person receiving any fallout for the judgment on this run.
OK. I don't see opinions of the audience being addressed in the judgment at all, despite of this being a clear Moons case. "A large chunk of people will not be happy" doesn't count, it explains nothing. Also half of the thread was posts blaming the rules for being unclear and outdated, this hasn't been addressed either. Are the rules perfectly clear and fine? About asking other judges. Their opinions seem to have changed after being presented the info about marginal differences in how long playable and non-playable scenes take, and probably some other facts. I know the actual gameplay differences (which is the only thing that matters when we compare optimization attempts), and after seeing this comparison of marginal timing differences regardless of what the actual gameplay is, I state how much my opinion have changed: it didn't. And my opinion is consistent with all I've been saying in this thread: This judgment is absurd.
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.
Kung_Knut
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Posts: 85
Location: Sweden
While I am fine with the outcome of the judgement (even if I hoped for it to be different), I am a bit disappointed with the judging itself. I would very much have liked to see the rules regarding versions (1.0, 1.1 etc) addressed and why PAL vs NTSC is different. I feel many people that stated their opinion in this thread never got them addressed in the judgement. Much of the debate was not over the game itself, but over the current rules.
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