- Forum thread: Forum/Topics/20443
- All information is gathered by me, who isn't a developer of BizHawk nor a judge
- Real-life hazards are public information from users reporting it, they might be fake!
Table of contents
Not present in BizHawk 2.3.1
Potential techniques requiring a so far not implemented feature.
- Already present features with not perfect emulation are omitted (example: N64 core).
- Rule conflicting techniques relying on a missing feature are also omitted (example: adapters).
A platform/game that polls for input from the console/controller multiple times within a single frame
- GitHub Request: Subframe inputs where games poll for input multiple time in a frame #973
- Development in progress: SubNESHawk!
- Potential techniques:
- NES DPCM glitch
- NTSC NES and Famicom games that use DPCM and non-redundant controller reading
- Relevant TASes:
- SMB3 in 126 polls by Masterjun (Same strategy as total_'s but different inputs)
- NES SMB3 by total_ & Ilari @ ADGQ 2017 (SubNESHawk movie by total_)
- SMB3 in 2 seconds by total_ & ais523 (Fuzyll's explanation of the movie) - 143 polls according to the input file
- Gimmick by negative_seven using total_'s script modified
- (Incomplete) "List of NES and Famicom games that use raw PCM (7-bit, etc)"
- Battletoads DPCM demonstration (of toggling PCM on/off, not a speedrun)
- Number of possible titles: No known values, my estimation is ~80.
- SMS pause spamming at each interrupt (NMI, VBlank)
- Number of possible titles: Can not be estimated, requires elaborate (automated) testing, probably less than a hundred.
- Subframe resetting for RPGs to corrupt (usually) save files:
- [2047] SNES Chrono Trigger "save glitch" by turska & inichi in 03:28.06
- [3692] SNES Final Fantasy V "game end glitch" by pirohiko in 10:42.29
- Number of possible titles: Can not be estimated, probably a thousand.
- NES DPCM glitch
Nearly all platforms allow to plug or unplug controllers while the console is powered on / game is playing
- Potential techniques:
- Exploiting online features
- PS4 Call of Duty Black Ops 4 - XP lobby glitch
- Number of possible titles: No known values, probably a few hundred
- Duplicate items by trading to a new local player
- PS4 Portal Knights - Item duplication
- Number of possible titles: No known values, probably a few thousand
- AI joining when unplugging controllers
- SNES Secret of Mana Forum/Posts/476666
- Xbox Shrek 2
- Number of possible titles: No known values, probably a few hundred
- Other
- PS2 Mortal Kombat: Deadly Alliance - Moving freely after round won by unplugging and plugging back controller
- Wii U Super Smash Bros. - Controlling 8 players with 1 controller
- Number of possible titles: Cannot be estimated (too many platforms and no list of games with unplugging/plugging effects/requirements), probably a few thousand
- Exploiting online features
2 or more platforms/consoles connected together
- Somewhat relevant GitHub GBA Link Play #325
- Development in progress: GBHawkLink by Alyosha!
- AppleTalk
- Apple II
- Microdrive
- ZX Spectrum
- ComLynx cable
- Only Lynx
- Number of possible titles: 36
- WSWAN Link cable
- Only WSWAN
- Game Link Cable (different generations) - Wiki
- GB, GBC, GBA
- Compatibility on GameFAQs
- Number of possible titles: At least 200 (GB+GBC) and 20 (GBA).
- Sega Genesis Zero Tolerance System Link Cable
- Only GEN and only the game Zero Tolerance
- Gear-to-Gear Cable
- Only GG
- Number of possible titles: At least 100.
- PlayStation Link Cable - Wiki
- Only PSX
- Number of possible titles: At least 50.
- Taisen Cable
- Only Sega Saturn
- Number of possible titles: 10.
- Neo Geo Pocket/Dreamcast Setsuzoku Cable
- DC, NGP
- Number of possible titles: 7.
- Neo Geo Pocket Link Cable
- Only NGP
- Number of possible titles: At least 50.
- Not implemented cores with networking:
- Arcade
- Various
- WiFi/Network cable for...
- Windows
- DOS
- Linux
- MSX
- Only Nintendo DS
- Only Wii
- GameCube – Game Boy Advance link cable - Wiki
- GBA, GC
- Number of possible titles: At least 50.
- Arcade
Checked (and bolded platforms with missing connectivity):
- Arcade, Apple II, C64, MSX, ZX Spectrum
- Windows, DOS, Linux
- 2600, 7800, Lynx
- INTV, Coleco,
- NES, SNES, GB/GBA, GC, DS, N64, VBoy, Wii
- GG, Genesis, Saturn (TODO: maybe 32x and CD too ?), 32x, CD, SG-1000, SMS
- PSX
- NGP, WSWAN
- PC-FX, TG-16, PCE, SGFX
- Uzebox
Platforms without Emulator
- Might be placed somewhere else?
Missing home-console emulations
2nd gen
Missing handheld emulations
4th gen
- TurboExpress (portable TurboGrafx 16)
- Gamate
- Supervision
- Mega Duck / Cougar Boy
5th gen
- Sega Nomad (portable genesis)
- Game.com
- Design Master Senshi Mangajukuu
- R-Zone
Techniques conflicting with rules
Potential and theory techniques disobeying TASvideos' rules (as of 2019/03/09).
- Special exceptions like Rygar auto hold buttons post-TAS are excluded.
- Movie publishing related problems independent of using not allowed techniques are excluded too (example: educational games or triviality).
- Emphasis on That means no renaming/copying/deleting/replacing/editing files that affect game-play.
- SDA has a similar rule, ...interacting with the game other than through the gameplay itself is not allowed. This rule covers ... active methods (such as removing or altering a game disc/cartridge/file while the game is running).
Potential techniques:
- Using built-in consoles accepting commands
- Half-Life: Done Enormously Warped uses console commands (scripts (.cfg files) were written beforehand as they consist of binds for spamming wait commands and for stopping the individual segments (stop the demo, save the game), etc...).
- Many PC games expose low-level operations such as ejecting the disk, creating or deleting files, making it very hard to generalize a rule for this kind of activity.
- Using consoles usually requires to activate a cheat/developer/debug mode beforehand.
- More examples: PC Quake, PC Morrowind, PC Source engine games
- Number of possible titles: very high, few thousands.
- Editing files (on platforms with the ability to edit part of a game)
- Many PC games allow you to edit in-game variables stored in a .ini/.cfg (human readable format) file.
- More examples: Duke Nukem 3D, Half-Life, Skyrim.
- Number of possible titles: low, maybe a few hundreds.
Theory techniques:
- Repacking game data
- Manipulating files to make more optimized to the game engine, shortening game load without changing the process of the gameplay
- PC Doom 3 games unpacking files from .zip files on the fly, so de-/compression speed affects loading time.
- YaLTeR's example of .gcf files for PC Source engine games
- Number of possible titles: very low?
- Manipulating files to make more optimized to the game engine, shortening game load without changing the process of the gameplay
- Changing files from the outside of playing the game
- Modifying file permissions, for example, to don't allow reading cinematic files
- Deleting specific files (executable related) but levels (game related)
- Ejecting disk while installing, aborting the process to have an any% of game files
- Copying memory card content to skip prompts about overwriting a save file.
- The GameCube example has this flaw mentioned: This is not a legal GameCube operation since it cannot be booted into it's memory card manager, and run the game at the same time.
- Most platforms requires an (first/third party) external device and/or a different software that's usually specifically made to edit files. TASVideos movies don't allow to power off and on the platform in the middle of the TAS.
- Number of possible titles: very high, few thousands.
- It's understandable that passwords are a "beneficial cheat codes", used to skip portions of the game and/or with better statistics.
- Potential techniques
- Generated passwords
- Some games allow you to generate a password as a form of saving your progress instead of relying on hardcoded passwords. This means there are games where you could generate a password that results in something that wasn't expected.
- SNES Prince of Persia: if you die and abuse the bug of ability to generate password while dead, you can get nearly the final stage's password.
- Password bugs
- Using passwords' side-effect to lower difficulty and skip challenges.
- Rejected TAS using a password's unintended side-effect to skip to credits: #3568: jlun2 & RachelB's GC Spider-Man 2 "glitched" in 00:30.38
- Rejected (for something else) TAS using a rejected password's effect to gain benefits: #5175: paosidufygth's PSX Mega Man X3 in 13:27.74
- Generated passwords
- Number of possible titles: very low, probably a hundred.
Platforms/games that forgoes initializing initial memory
- There is only 1 TAS which is allowed to use after providing video footage of doing it on a real console: [2487] NES Cheetahmen II by adelikat in 01:11.68
- The only relevant category other than the former (Uses uninitialized initial state) is Starts from a saved state or SRAM but as my questions being answered below, this isn't allowed.
- Nach's very detailed and very long research: /HomePages/Nach/MemoryInit
- My subjective view is that I disagree with the current rule reference and Nach's reasoning. My posts about this in this thread.
- Rejected for arbitrarily initialized RAM #5266: Alyosha's NES Cybernoid: The Fighting Machine in 04:39.02 / #5387: keylie & KadMony's SNES Final Fantasy VI "game end glitch" in 29:23.58 / #5883: Masterjun's SNES Super Mario World "sram game end glitch" in 00:11.13
- Number of possible titles: possibly more hundreds.
Platforms and games that require external medium
- The current rules doesn't allow any ordinary CDs to be used even if the game explicitly says and waits for.
- Rejected but otherwise it would be acceptable: #6033: NhatNM's PSX Monster Rancher 2 in 58:54.55
- Number of possible titles: Probably a hundred.
Platforms/games that require an audio input.
According to the current state of rules, there are no real restrictions apart from being not copyrighted
Latest discussion: Forum/Posts/483149
- Number of possible titles: Probably a hundred.
TODO: First focus on DOS problems
TODO: Later add relevant PC fps problems
Platforms/games not archived or the inability to ensure the game is really original, unmodified
- FDS
- If C64, DOS, and some other consoles have the privilege to make use of cracked ROMs, other platforms should also take advantage of with some more rules applied. Mostly pointing arrows towards this platform, which media is also degradable and is in a poopy situation.
- Not approved method Erasing save files on FDS games
- J2ME
- (.jar mobile games) don't have a reliable archive collection.
- These games usually modify themselves when saving settings or other things, making them unreversible to the original state after playing it at least once.
- This is a bit of a problem because these files are easy to manipulate, so pirate released ones will include their graphics / texts, modifying the original game.
- Other mobile platforms except for Android also doesn't seem to have a verified collection of ROMs.
- Number of possible titles: more thousand.
Platforms that accepts multiple game media
- No official tools
- NES: FDS <--> NES not possible (different formats, requires elaborate hacking especially if source code is not available)
- C64: Possible from TAP to T64/PRG/D64 etc
- Rejected for failing being "a standard practice for the platform in question, and if it's possible with unmodified official set." #6086: adelikat & DrD2k9's C64 Batman: The Caped Crusader "Part 1: Penguin" in 04:52.73
- Official tools as a peripheral
- Sega Cards/My Card: (Power Base Converter/Master System Converter and Card Catcher)
Number of possible titles: Can not be estimated, probably thousands.
Games with multiple discs
- Relevant tricks:
- Number of possible titles: Can not be estimated, might be more hundreds.
Games that also came in multicart format, not just standalone
- Using a multicart version of a game can potentially change different game factors from simple lag frame differences to different starting memory states.
- Example: NES Streemerz and other games from Action 53
- Multicarts are not allowed when there's also a standalone version, see Mothrayas' last post
- Number of possible titles: very low, maximum a hundred.
Relevant rule: MovieRules#GameMustBeReal
Platforms with adapters/converters non- or officially manufactured to play games released for other platforms
- Atari 5200 A2600 adapter (official)
- Intellivision System Changer A2600 adapter (official but third party)
- Colecovision Expansion Module #1 to A2600 (official but third party)
- Number of possible titles: very high, thousands
Rereleased consoles with different software/hardware
- Many retro consoles have been re-released with different timings, hardware
- Some examples:
- PSX rereleased as Playstation Classic, running the open source emulator PCSX ReARMed
- NES rereleased as NES Classic Edition with an emulator made by NERD (Nintendo European Research and Development)
- SNES rereleased as Super NES Classic Edition with an emulator made by NERD
- Many retro consoles have been remade/cloned by other companies under a different name:
- Number of possible titles: probably a few thousand.
Some games have mistakenly not disabled debug modes still accessible either by pressing a button or fulfilling a list of conditions.
- Potential techniques:
- Debug codes
- Doesn't matter if it's featured in a "manual" (rejected #5411: ruadath's NES RoboWarrior in 01:21.58)
- Doesn't matter if it's done by a list of conditions (rejected #3023: Saturn's SNES Super Metroid "any%, GT Code" in 32:06.33)
- Doesn't matter if it's never documented anywhere: (rejected #5524: Winslinator & TheRandomPie_IV's Genesis Kid Chameleon "warp code" in 01:22.06 & #3980: dunnius's NES Hydlide "Easter Eggs" in 03:41.67 & #1753: adelikat's Genesis Ninja Gaiden in 00:04.88)
- Other example: NES Megaman 3 Player 2 buttons
- Some popular and mostly very (hours) long games have RTA runs on speedrun.com: debug%
- Number of possible titles: Probably a thousand.
- Cheat codes
- Some popular and mostly very (hours) long games have RTA runs on speedrun.com: cheats%
- Rejected: #5882: jlun2's GBA Keitai Denjuu Telefang 2: Speed Version "secret Denjuu" in 1:20:32.53
- Debug codes
Number of possible titles: Probably more thousands.
Dangerous and real-life hazards
Potential phenomena that could be considered for speedrunning purposes.
We do not allow events of the physical or hardware world to be used in TASes. Because these can't be emulated.
Somewhat relevant SDA rule (Impossible inputs):
As such actions require worn out controllers, non-standard controllers or excessive force, they are treated as hardware modification and are thus banned as well.
Platform that allows pulling of the game media slightly, interfering the console's access to said cart's connectors
- N64, SNES, Wii, GC cartridge tilting series
- Genesis and N64 cartridge tiltings
- Genesis and NES cartridge tiltings
- Genesis Sonic 3D Blast - Tap the cartridge on left side for level select screen (crash handler)
- There are also various videos for the platform GBA.
- N64 (4 examples)
- N64 SM64 (5 examples)
- GB (no examples)
- Nintendo DS Sleep Mode exploit (2 examples)
- Nintendo DS Sleep Mode (4 examples)
- 22 text examples
- The most technical overview of this trick I found so far, explaining the "lift left side, keep down right side" technique
- NES Battletoads skipping to credits
Platform that allows pulling of the game media + Games that forgoes erasing or writing initial memory
- N64 game that initially planned to support to be cart swapped - (Donkey Kong 64 x Banjo Kazooie Stop 'n' Swop)
- GBC Pokemon Red cart swapping to GBC Magi-Nation
- GBC Pokémon to GB SML2
- NES SMB to NES Tennis to NES SMB for "Minus" (32) world
- NES SMB 3-in-1 to NES SMB 3-in-1
- The Frame Savers - Episode 78 - Cart Swap #3
- OG Yank the Cart series: Genesis cart swappings
- Sega-16's complete list of cart swapping tricks for Genesis
- Cart-swap arbitrary code execution on SNES / GBC
- Number of possible titles: no known values, my estimation is a few hundred
- Genesis: cart swapping to use region locked games
- A7800:
It doesn't appear to have any ill effects, actually, on the system or the carts. However, it will crash the game in progress and, in about 80% of cases, will actually draw graphics stored on the second cartridge on the screen. Also, with a cart out of the slot the screen resolution apparently changes itself depending on the presence (or lack thereof) of a cartridge in the cartridge slot.
Physical interactions
Frying
- Very similar to cart swapping but here it's all about rapidly powering on and off the console, preferably keeping the button between the two states.
- Most prominent example is A2600 with various results.
- Simple demonstration of frying Atari 2600
Other link for Atari: http://www.ataricompendium.com/game_library/easter_eggs/vcs/vcs.html
Metal bread knife on Colecovision
Being a stupid kid, I would run a metal Bread knife along the board in the expansion slot of my Colecovision with the power on and game playing! Some of the more interesting "effects" was in the game Popeye it garbled the graphics/playfield,, somehow though it seemed to have the effect of combining 2 screens! The ship level was combined with the building level with the See-saw with Wimpy on the bottom. In Mr. Do! It mixed up colours and seemed to create invisible enemies (or make my character invisible) needless to say I wont be trying that with either of my current Colecovisions!
- Kicking the console
- SNES usually hangs up, only audio plays. I don't know working tricks based on kicking console.
Environmental conditions
- Super Mario 64 cosmic ray
- So far unverified phenomenon, causing a single event upset that's accidentally upwarps Mario to a platform above him (TTC Upwarp)
- Product life, components aged, failed...
Forbidden for good reasons
Self-explanatory.
The natural life cycle of electronic, hardware parts has a birth, life and death. Eventually all parts die.
- Relevant text from IEEE document 5008348 "Birth, Life, and Death in Microelectronic Systems":
- [...]defects might be introduced during manufacture (at birth), or cause errors during operation (life). The number of permanent failures which could be endured by a system before it fails completely will determine its lifetime (death).
- High-level view of parts used during playing a video game:
Display <-- Platform <-- Controller v ^ Game media
Platforms using BIOS or firmware files.
- Very similar to platform exploit with the difference of ability to get immediate effect by editing the BIOS/firmware to jump to credits.
- That's being said, I don't see any real reason for a movie to abuse this.
Relevant rule from MovieRules#Playarounds: Arbitrary code payloads which have nothing to do with the game are not allowed. A payload which would work just as well contextually if executed on any other game for the platform will be rejected. TASVideos is not a place to show off your science projects.
- My opinion
- Exploiting the platform is not really a speedrun. We run the game and then we speedrun until the end.
- Communicating directly with the console is an impressive feat. If it's that entertaining, there could be platform TASes, like "PSX Console any%".
- Rejected submissions
SDA relevant informations
(From ais523)
- SDA bans file tampering unless it's purely graphical;
- password skipping is invariably considered a separate category (and normally an uninteresting one)
- cart swapping would also be its own category.
- SRAM initialisation doesn't seem to be settled yet in the realtime community
- as for scripting, it /used/ to be allowed at SDA but they changed their mind and banned it
TODO
- 1. Revisit Movie Rules
- 2. Update applicable techniques
- 3.
- Move to other pages
- N64 platform resource
- #6051: Headshot's N64 Doom 64 in 23:54.90 - Emulation for the Nintendo 64 is not cycle accurate, and therefore, no functional emulator in this present time emulates lag properly.
- J2ME platform resource
- J2ME hardware differences: Non frame based systems and highly different between hardwares
- J2ME games can behave really weird. slow device: slow fps, high end device: high fps. resolution based gameplay. thirdparty apis. some games doesnt work at all on most phones. kvm memory.... link my jar informations thread here
- N64 platform resource
- Not an accepted rule so far: MovieRules#NoArbitraryFramerates
- Examples: Super Meat Boy, some examples in the original thread of the rule proposal, more @ Windows and Linux games thread, even more: Serious Sam HD, Doom (2016)
- NOP-ing
- file system tricks