Discoveries Ten Years Later in Zelda Speedrun
blog.joellehman.com
blog.joellehman.com
If you liked the video in the article, you might also enjoy his commentary on a full Wind Waker run (nearly 5 hours): http://www.youtube.com/watch?v=0u3djy6Ednc
In most speedruns, player runs away like a sissy little girl. In this speedrun, players aim for 100% kills and 100% secrets. Secrets actually make it more interesting to watch, as they often store the Quad Damage powerup.
tl;dr, stop being so politically correct everyone, sheesh.
Make all sexists sew a yellow male-sign onto their clothing.
By replacing "boy/girl" with "child"? Ageism.
By replacing boy/girl/child with "person"? Humanism.
Yes I can go on.
Obviously idiotic.
for "real" speedruns (the rules are complicated, but often on original hardware, captured on video) and
for "tool-assisted" speedruns or time attacks, meaning using emulators and often doing truly insane frame-by-frame optimization and memory-state-manipulation.
http://home.comcast.net/~jpittman2/pacman/pacmandossier.html
Does anyone know of any other similar things?
Also, i now realize i've always played quake wrong. this way makes much more sense!
My little claim to fame is I used to play QuakeWorld quite regularly with one of the founders of QDQ. Before it was called Quake Done Quick, it was called "Nightmare Speed Demos" (http://web.archive.org/web/19970719050959/http://www.planetq...). Radix (who at the time, went by "Lord of Radix") was a member of the "Deadly Venom Clan", and was one of the last keyboard-only holdouts in Quake, and despite using the keyboard for everything in Quake, was still a force to be reckoned with in deathmatch.
Anyway, I always smile when I see QDQ mentioned on the internet. Every few years, I dust it off an watch the whole thing and amaze myself in how precise all those actions are. Quake was such a fantastic game mechanically, and I wax nostalgic over the long-lost sense of community it bore, compared with the ridiculously disrespectful nature of internet nerd assholes these days (It probably doesn't help that I mostly play League of Legends these days).
http://www.youtube.com/watch?v=hk4kX9WEcZA
And SMB3 is my second favorite one.
Edit: Love how he finished with 1 HP
Also loving the SMB3 :)
Basically there's a speedrunner who is technically adept at the game, is a good communicator, and explains as he plays a complex exploit that facilitates skipping a large part of the game
http://webcache.googleusercontent.com/search?q=cache%3Ahttp%...
The video is a clip from the Awesome Games Done Quick 2013 charity marathon[0]. It's fun to watch, and Cosmo in particular typically goes into detail on how the weird tricks and hacks he performs work.
I love looking at glitches in older games that had so little memory protection. You can learn a good deal about how a computer operates by dissecting them.
Wow. That guy is a hacker. Maybe he is only a hacker of this one game, I don't know. But, this is a video that deserves to be linked by HackerNews.
Have you seen bortreb's pokemon hack?
http://hackaday.com/2012/11/24/programming-a-game-boy-while-...
"Realizing this ROM hack is able to control the CPU with only the player’s inventory, [bortreb] wanted to see how far he could push this hack. He ended up writing a bootstrapping program by depositing and discarding items from the in-game PC, and was then able to reprogram the Game Boy with a number of button presses on the D-pad, select, start, A and B buttons."
* tightening up the run to the village (by supersliding sooner)
* not needing to die on Gohma (you can glitch through the dungeon door that closes)
* skipping the tower collapse entirely (by falling through the map, which he discusses briefly as "impossible for a human to do" in the parent's video).
Here's a link to his best run ever: http://zeldaspeedruns.com/speedruns/4514
The TAS version does a trick in the Deku Tree that results in the one set of bars in the tower escape being up. There's a bitmask in memory that dungeons can use to store flags about whatever they want. One of those flags in the Deku Tree dungeon is whether the ladder in the slingshot room has been shot down. That same flag in the dungeon escape indicates that Zelda has already raised a particular set of bars at one of the tower entrances. Because you warp straight from the tree to the tower, it keeps the flags set, so if the ladder was shot down in the tree the one set of bars is already up in the tower and you don't need to wait for Zelda to open them. This saves some time because she's slow, but in theory you'd still need to run all the way to the door.
Luckily, there's a second glitch that involves falling off the edge of the tower. Normally the game detects when you fall too far and warps you back to the top. If you hit a boulder in mid-air, it resets the fall counter, and you can manage to fall off one bridge and land on the bridge below. The TAS does this twice to fall down to the bridge that has the open gate, so Link can then run right through the entrance without waiting for Zelda (she catches up when you enter a new area). This is the part that Cosmo was describing as impossible for a human, because the boulders are random so you can't really time it such that you hit one in mid-air at the right spot to reset the counter.
The void warp (the new trick used in the WW) is kind of related in that it involves falling off the tower, but that's about it. The entire setup is such that the game detects that you've fallen off the bridge at the exact moment that you hit the loading zone for the inside of the tower. The game tries to reset your position back to the bridge you fell off of, and tries to put you inside the tower, so you end up in the tower but outside the normal rooms, so you just fall all the way to ground level (which is where you wanted to be anyway) and walk to the next loading zone
Some resources:
http://speedrunslive.com - who's playing right now?
http://twitch.tv - service for live streaming of games.
http://twitch.tv/cosmowright - Cosmo, the speedrunner in the article.
There are a variety of other terms as well, for example sequence breaking, no-glitch, 100% completion, and so forth. Understandably there are numerous videos on Youtube for pretty much every console game that can be played on an emulator.
Hearing these people discuss their craft, and hearing the dynamics between their interactions (personal and practical) is fascinating. The best example I know of this is the ingx24 speedrun of Majora's Mask: https://www.youtube.com/watch?v=85k0fo1qnyo
Humans are amazing animals. The fact that this level and coordination is possible even when the stakes are, ultimately, pretty pointless, is a testament to that.
You weren't kidding.
There's also a good subreddit that discusses the latest speedruns, http://www.reddit.com/r/speedrun/
Every piece of software has bugs. But, the kinds of things they exploit in OOT you wouldn't find in %99.999 of normal playthroughs.
And then we have to think of the system limitations at the time and the fact that the N64 was a pretty new system with a new way of displaying graphics. It was a pretty big paradigm shift and yes, for the first 3D Zelda game it, like all games, could have benefitted from more time.
A lot of the bugs with the game have to do with messing with memory and exploiting pointer arithmetic. Using pointer manipulation to handle cutscene / area changes as well as items on the C-buttons obviously isn't ideal but sure as hell saved space compared to alternative solutions. There is very little error checking (for buffer overflows and 'impossible' situations such as having a deku stick on 'B') for what I would imagine to be performance concerns as well as simply good time management.
To your point, absolutely. Very few people for the first few years encountered any such bugs. The first real speed run of the game came in 2003, 5 years after its release. Even that run featured very few bugs; it was mostly route optimization and practice. The latest wrong warp glitch which enables you to jump from Deku Tree to Ganon's Castle was found in 2012. That's a full 14 years after the game's release.
If anything, this speaks more to the dedication of speed runners and glitch finders that the incompetency of OoT programmers.
32MB. Every single bit of that game is exactly where it needed to be.
http://en.wikipedia.org/wiki/MissingNo.#Characteristics
http://bulbapedia.bulbagarden.net/wiki/Item_duplication_glit...
Gets interesting at 3 mins. There's also an explanatory series.
http://www.eurogamer.net/articles/2013-05-02-the-quest-for-s...
https://forum.speeddemosarchive.com/post/ocarina_of_time__al...
http://www.youtube.com/watch?v=7mp0uHr2X6U&t=19m20s
A more complete explanation of the glitch occurs earlier in the video, but he explains the basics of it after he performs the glitch (unfortunately dying in the process). Apparently three different exploiters found three exploits that, when combined, enabled this glitch. Quite fascinating.
But there's so much interesting going on there. The parallels to optimization in programming are striking.
Of course, it's silly to bicker about what is "useful" when it comes to things people do to relax or entertain themselves; and usually fruitless when it comes to things they do as escapism or getting a feeling of achievement to compensate for areas where they are stuck or blocked off. I do think the psychology of it is interesting though, and my personal guess is that most if not all people have the innate desire to progress and achieve things, but we often can't for some reason or other. Why does a caged animal endlessly walk in circles? Because it's better than doing nothing. And before you think I'm just being snarky, think again, please; I did and do my fair share of such things myself, I just also can't help but notice that the smaller and more powerless people become, the more we celebrate rather pointless things - TV and the interwebs are full of that. And even if I'm wrong about the motivations of everybody else on the planet, I do know myself well enough, and although I might be projecting, it's at worst a honest mistake.
2.) my attempt to answer the question "why do people do this?", which is something I ponder a lot, in relation to gaming and other things as well. Imagine someone cooking the same meal over and over again, to optimize the amount of time they take for it, and the amount of ingredients they use, but never actually eating what they cooked.