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Simple summary of what this is about:
1) Play some level/scenario/mission any way you like.
2) At some point (as early as possible) you stop giving inputs. No more mouse clicks, hotkeys etc. (moving the view around for spectating or typing in the chat is okay, also you can keep holding down some buttons without ever releasing them since that's also allowed in TASing)
3) You still win.
There should be a significant optimization or difference coming from a regular speedrun into this kind of challenge run for it to be worth it.
Please provide me with:
a) Time when you stop giving (significant) inputs.
b) How long the mission is idling after that until normal speedrun timing ends (an extra curio).
PS: Use the hidden tag when posting videos. (hidden) link (/hidden) replace () with [].
You can ignore this fluff below:
-----
HALL OF LAZE
BadJim - 2015/10/07 - Hostile Waters - Mission 11 - Last Significant Input 1:00 - Idle Time 4:05
Pushing a cart on the right tracks and waiting for a train to slowly shove it to its destination.
Zergreenone - 2015/10/11 - Warcraft III - Undead Mission 3 (Hard) - Last Significant Input 1:26 - Idle Time 4:46
A-move and AI does the rest.
Zergreenone - 2015/10/11 - Empire Earth - Russian Mission 1 - Last Significant Input 1:20 - Idle Time 25:05
1 infantry unit wrecks half the city until AI finally targets mission-critical structure.
jakeplissken - 2015/10/12 - Thief II - Mission 1 (Normal) - Last Significant Input 0:03 - Idle Time 3:13
Main character tells Basso to man up and get his girlfriend outta imprisonment himself.
PROX - 2022/05/18 - Mechwarrior 2 - Jade Falcon mission 7 (Umber Wall) - Last Significant Input 1:23.89 - Idle Time 6:41
Running interference for an incoming indestructible hovertrain that probably didn't need any interference run for it.
PROX - 2022/11/27 - Mechwarrior 2 - Wolf mission 4 (Temper Edge) - Last Significant Input 1:16.47 - Idle Time 9:46
Making a minimal effort to keep a crippled spider-mech safe in a mission that always ends at 10:02.
1) Play some level/scenario/mission any way you like.
2) At some point (as early as possible) you stop giving inputs. No more mouse clicks, hotkeys etc. (moving the view around for spectating or typing in the chat is okay, also you can keep holding down some buttons without ever releasing them since that's also allowed in TASing)
3) You still win.
There should be a significant optimization or difference coming from a regular speedrun into this kind of challenge run for it to be worth it.
Please provide me with:
a) Time when you stop giving (significant) inputs.
b) How long the mission is idling after that until normal speedrun timing ends (an extra curio).
PS: Use the hidden tag when posting videos. (hidden) link (/hidden) replace () with [].
You can ignore this fluff below:
The previous thread I started about long wait times in runs made me think about RTS games and how there's stuff like StarCraft II WoL mission called The Dig (see AGDQ '13). In it, you can cheese the whole thing by blocking off some ramps after which you don't IIRC need to do anything for minutes to eventually win the mission automatically.
So basically I thought it would be a fun challenge for anyone who runs any RTS, or other game where you have such strategies available to you but they're not the fastest*, to have you record a run where you try to reach a winning state as fast as you can. So to be clear:
1) Play the level/scenario/whatever any way you like.
2) At some point you stop giving inputs. No more mouse clicks, hotkeys etc. (moving the view around for spectating or typing in the chat is okay)
3) You still win.
* EDIT: to be clear, if the TAS-timed run is equally fast as the speedrun normally is (e.g. the mission is completely on rails and cannot be sped up at all), but you have interesting ways to optimize the TAS timing, that's okay for this thread.
Your "Last Significant Input" is the time we count and what the run should be aiming to get as low as you can. I know this would probably be more fun if you had someone to compete against, which I know not nearly everyone has, but if it inspires you and if you can think of a mission that lets you do this (preferably in a spectacular, skin-of-your-teeth way or otherwise interesting), then go ahead and post it in this thread!
In order to provide a wider berth for games that don't play themselves like Real Time Strategy games do, I'm willing to consider examples where instead of dropping the control device entirely you're holding a button or combination of buttons down instead. Button presses/releases are not really differentiated by the games themselves. It should still constitute a somewhat non-trivial case (i.e. not just Mario walking to the right a bit after defeating the last Bowser).
Please provide me with:
a) Time when you stop giving (significant) inputs.
b) How long the mission is idling after that until timing ends (an extra curio).
PS: Use the hidden tag when posting videos. (hidden) link (/hidden) replace () with [].
So basically I thought it would be a fun challenge for anyone who runs any RTS, or other game where you have such strategies available to you but they're not the fastest*, to have you record a run where you try to reach a winning state as fast as you can. So to be clear:
1) Play the level/scenario/whatever any way you like.
2) At some point you stop giving inputs. No more mouse clicks, hotkeys etc. (moving the view around for spectating or typing in the chat is okay)
3) You still win.
* EDIT: to be clear, if the TAS-timed run is equally fast as the speedrun normally is (e.g. the mission is completely on rails and cannot be sped up at all), but you have interesting ways to optimize the TAS timing, that's okay for this thread.
Your "Last Significant Input" is the time we count and what the run should be aiming to get as low as you can. I know this would probably be more fun if you had someone to compete against, which I know not nearly everyone has, but if it inspires you and if you can think of a mission that lets you do this (preferably in a spectacular, skin-of-your-teeth way or otherwise interesting), then go ahead and post it in this thread!
In order to provide a wider berth for games that don't play themselves like Real Time Strategy games do, I'm willing to consider examples where instead of dropping the control device entirely you're holding a button or combination of buttons down instead. Button presses/releases are not really differentiated by the games themselves. It should still constitute a somewhat non-trivial case (i.e. not just Mario walking to the right a bit after defeating the last Bowser).
Please provide me with:
a) Time when you stop giving (significant) inputs.
b) How long the mission is idling after that until timing ends (an extra curio).
PS: Use the hidden tag when posting videos. (hidden) link (/hidden) replace () with [].
-----
HALL OF LAZE
BadJim - 2015/10/07 - Hostile Waters - Mission 11 - Last Significant Input 1:00 - Idle Time 4:05
Pushing a cart on the right tracks and waiting for a train to slowly shove it to its destination.
Zergreenone - 2015/10/11 - Warcraft III - Undead Mission 3 (Hard) - Last Significant Input 1:26 - Idle Time 4:46
A-move and AI does the rest.
Zergreenone - 2015/10/11 - Empire Earth - Russian Mission 1 - Last Significant Input 1:20 - Idle Time 25:05
1 infantry unit wrecks half the city until AI finally targets mission-critical structure.
jakeplissken - 2015/10/12 - Thief II - Mission 1 (Normal) - Last Significant Input 0:03 - Idle Time 3:13
Main character tells Basso to man up and get his girlfriend outta imprisonment himself.
PROX - 2022/05/18 - Mechwarrior 2 - Jade Falcon mission 7 (Umber Wall) - Last Significant Input 1:23.89 - Idle Time 6:41
Running interference for an incoming indestructible hovertrain that probably didn't need any interference run for it.
PROX - 2022/11/27 - Mechwarrior 2 - Wolf mission 4 (Temper Edge) - Last Significant Input 1:16.47 - Idle Time 9:46
Making a minimal effort to keep a crippled spider-mech safe in a mission that always ends at 10:02.
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